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The Unofficial Elder Scrolls RPG

Third Edition

Inhabitants of Tamriel

The Scroll of Beasts


Intellectual Property Credits
The authors of this book do not claim ownership of Profile Designers
any of the intellectual properties found within. This Redoran
is a purely unofficial, not for profit, fan made work, Anon133
and its commercial distribution to anyone under any
circumstances is strictly prohibited. Editing and Design
Redoran
The Elder Scrolls®
Copyright © 1993-2016 Bethesda Softworks LLC, a Proof Reading and QA
ZeniMax Media company. The Elder Scrolls, Bethesda Soner
Softworks, ZeniMax and their respective logos are
registered trademarks of ZeniMax Media Inc. All Contributors
Rights Reserved. Akulakhan’t
Geswut
Other Games Grail
This game draws inspiration from a number of other Kinzuko
role-playing games. In particular: Dark Heresy Mars(target)
(Fantasy Flight Games), Eclipse Phase (Posthuman Pifanjr
Studios), and Runequest Sixth Edition (The Design Spooky
Mechanism). The authors of this book do not claim Teepo
to own any of these games, or any of the mechanics
drawn from and/or inspired by them. All credit goes to
the respective owners. Art
The authors of this book do not claim ownership of
This Book any of the images that appear in this or connected
The elements of this work that are not the intellectual works. All art is used without permission.
property of any of the aforementioned groups/
individuals, or any groups/individuals not mentioned, All credit goes to the respective owners
are licensed under a Creative Commons Attribution-
NonCommercial-ShareAlike 3.0 Unported License. Adaptation
This book is an adaptation of the rules created by Seht
and the UESRPG 2e team. The goal of this book is to
update the rules of creatures to the design structure
of UESRPG Third Edition, while also expanding and
improving on what has been made as best we can.
Without Seht and the 2e team, and by extension, the 1e
team, this book wouldn’t be possible.
Scroll of Beasts Bestial
The Bestial trait is found on most creatures in this
The Treasure Table 3 chapter. A Bestial creature’s habitat is simply defined
Survival Crafting 4 as where it would naturally live or reasonably adapt to.
Traits 5 This is at the GM’s discretion, as some creatures are of
Bears 7 course more adaptable than others. For example, a wild
dog might be able to count a city as its habitat, while its
Cave Rats and Skeevers 8 counterpart the wolf would likely not.
Crocodiles 9
Dogs 10 A superior foe, for the purpose of the Bestial trait, is not
Dreugh 11 measured in Experience Points or the equipment they
Land Dreugh 13 wear. A superior foe is one that proves itself adversarial
Durzogs 14 to the creature in combat.
Game Animals 15
Common Disease
Giants 17 Common Disease: The character suffers a -10 on all
Giant Bats 18 tests. After one week, they suffer -20 on all tests.
Giant Snakes 19
Giant Spiders 20 Common Disease can be cured with a Cure Disease
Goblins 22 potion, or treated with Profession: Medicine at +0.
Goblin Berserkers 24
Goblin War-Chiefs 25 Natural Armor
Natural Armor does not have a weight class listed. If
Goblin Shamans 26 a creature’s entry includes armor without a weight, it
Harpies 27 is because it is Natural, and part of the creature itself.
Horkers 28 Unless otherwise specified, Natural Armor applies to all
Horses 30 Hit Locations.
Imps 31
Lamia 32 The Treasure Table
Some creatures, particularly humanoid creatures, carry
Lions 33
Minotaurs 35 variable junk and treasures. Larger monsters may have it
Mudcrabs 36 on their person or in their lair on a monster-by-monster
basis, while smaller monsters, such as goblins, might
Ogres 37 have a collective stash for each tribal grouping. The
Slaughterfish 38 intent of the Treasure Table is to act as a resource for
Trolls 39 GMs to help determine appropriate or random treasure
Wolves 41 for encounters.
Threat Rating
Creatures in this compendium have a Threat Rating. D8 Treasure
A creature’s threat scale is either Solo or Group. A 1 d10 drakes of salvagable junk.
Solo threat is able to go toe to toe with a single PC, but 2 d20 drakes of dirty coins.
may be trivialized by group play. A Group threat is a
3 2d12 drakes worth of tarnished gold.
challenge even for a group of 3-5 PCs.
4 4d10 drakes of cracked gems and goblets.
The challenge of a threat is either Minor, which 5 5d10 drakes worth of silverware.
is only threatening to weak characters or in large 6 10d10 drakes worth of stolen jewelry.
groups; Major, which is threatening even to mid-tier 7 d10*50 drakes worth of ancient ingots.
characters; or Deadly which is a danger to even the 8 A random magic item, with soul level 1000.
most prepared or experienced heroes.
UESRPG Scroll of Beasts 4

Survival Crafting
Characters proficient in Survival will often find they
Additionally, harvested meat typically will spoil within
the day if not properly preserved, which requires either
a great deal of salt and kegs of water, jars and pickling
can not only put their skills to use to find shelter, juice, or a salting rack and at least a Long Rest of
forage, and track beasts, but also to create simple crafts preparation time. Properly preserving rations requires
using the byproducts of hunted creatures. Given its the neccessary supplies, which weigh 0 ENC per day’s
simple nature, all Survival Crafting requires a Survival worth of preservation supplies, and cost approximately
Kit, found in the adventuring supplies chapter of the 5 drakes each. A ration of preserved meat counts as a
Third Edition Core Rules. Travel Ration as described in the Core Rules.

Characters can create simple fur and hide armours, as Finally, there are some unique forms of crafting found
well as salvage stranger, more esoteric body parts to in this guide, such as the Harpy Feather Cloak, which
make use of while journeying through the wild. The is a unique and glamorous item indeed. Details on
three most common types of Survival Crafting are these specific items can all be found in the appropriate
skinning, harvesting meat, and stiching simple armors. monster entries.

Skinned pelts and hides take time, depending on the Additionally, most creatures, at the GM’s discretion,
size of the slain creature. These hides are often worth at also have a salvagable Pile of Bones depending on
least a modest sum of drakes at the trading posts found their Size. Small and Medium creatures typically
in small towns and villages. Truly, only a portion of the produce one Pile of Bones, but Large Creatures have
paid worth is representative of the pelt’s value, typically up to three. The bones, as expected, can be carved and
around half is valued as a bounty paid out by local scrimshawed. A character can make two one handed
law or the Imperial Foresters. Even without Imperial melee weapons, one hand and a half or two handed
or noble subsidy, the assurance that a dangerous wild melee weapon, or one piece of Full armour, or two
beast has been put down is surely worth the handful of pieces of Partial armour from a creature’s bones on
extra coins paid out upon turning in proof of the deed. a +20 Survival test over a Long Rest. Making a Full
armour Bone Chest piece requires two Piles of Bones.
However, turning in these pelts is not the only Weapons that have the Crushing tag have an additional
option. While a skilled tanner or leatherworker can +30, for a total of +50 on the Survival crafting test
craft magnificent boots or leather armour, a Survival
craftsman does not have access to the advanced tools
or tanning tubs required to treat the hides. Instead,
they make due with the supplies they have on the road.
Over the course of a Long Rest, which can be the same
Rest as the one required to remove the hide, a Survival
craftsman can use rudimentary cutting, stitching, and
binding to create primitive hide and fur armours. More
exotic creatures have more exotic hides, which often
have strange or powerful new effects in comparison to
mundane pelts.

The third primary use is the harvesting of meat. This


can also be done over the course of the same Long Alchemy Ingredients
Rest as above, especially if the Survival craftsman has Many creatures also have harvestable body parts that
willing and able assistants, even if they are untrained. are useful as Alchemical ingredients. Removing these
Cooking the meat does not require any sort of test, but ingredients properly also requires a Survival Kit, and is
cooking it properly to remove the Diseased condition done using the Alchemy skill at the denoted difficulty.
requires a +40 Profession: Cooking test with a negative For more information on Alchemy, consult the Third
modifier equal to the Disease’s penalty. Edition Core Rules.
UESRPG Scroll of Beasts 5

Traits
This page contains a
Catfall
Reduces the distance
Flyer (X)
The creature can fly at a
Swimmer
Doubles its movement
a creature falls by a Speed of X. speed in water.
compendium of all the number of meters equal
traits in this chapter, for to its Agility bonus when Magic Resistant Teamwork
when tweaking or creating calculating fall damage.
Re-rolls failed tests to Gains a bonus DoS on any
custom Beasts.
resist Magic. attack rolls made while an
Climber (X) ally with Teamwork is in
Amphibious The creature can climb Minion Reach of the same target.
Can breath water and walls and ceilings as if This creature dies if it ever
ignores the skill cap placed open ground, with a Speed
suffers a Wound of any Thick Skull
on his Combat rolls by his of X.
sort. Immune to Stun and
Athletics when fighting in
Dazed.
water.
Colossal Strikes Natural Toughness X
Cannot be parried, but Reduces all incoming Tough
Aquatic targets gain a +10 on tests damage by X on all A Tough creature's HP is
Can breath water as if it to Evade its melee attacks. locations. Does not count (X), WT is (Y), and SB is
were air, but cannot breath
as Armor. (Z).
air, and ignores the skill
Crawler
cap placed on his Combat
The creature is not slowed Quadruped Trained
rolls by his Athletics when
by terrain. When Dashing, triples The creature ignores the
fighting in water.
Speed. Bestial trait
Dark Sight
Bestial A creature with this trait
Automatically passes Regeneration (X) Unrelenting
can see normally even in Characters with this trait Targets cannot Disengage
Survival tests in its
areas with total darkness, heal very quickly. They while in Reach of the
natural habitat. Must test
and never takes penalties may make an Endurance creature.
Willpower to avoid fleeing
for acting in areas with test at the start of each
combat if the GM feels it's
dim or no lighting. round to heal X HP. Vicious (X)
appropriate.
The creature counts their
Diseased (+/-X) Resist (*, X) SB as being X.
(Humanoid’s) Best Creatures with this The creature reduces all
Friend trait are diseased, and incoming (Damage Type)
Even though it cannot Weakness to (*, X)
if they deal a wound to damage by X, and gains Does not receive DR
speak any languages, a another character with a +10 per X on any test against any (Damage
creature can understand their natural weapons to resist non-damaging Type), and takes a bonus
simple orders given by a then that character must effects of this type. This X (Damage Type) on each
[Humanoid] it trusts. test Endurance +/- X trait stacks. attack, and suffer a -10 per
or contract Common X on any test to resist non-
Bite Disease. Savage damaging effects of this
A Bite attack that deals
Rolls its damage dice twice type. This trait stacks.
damage automatically Fish and picks the highest.
starts a Grapple. If the Movement speed is 0m
target Counter Attacks a Weak Point (Hit
while on land, and is only Stubborn
Bite attack, the Counter Location)
able to spend its actions Can re-roll failed Fear
Attack ignores the The creature has no AR on
flopping around helplessly. tests.
creature's AR and Natural its [Hit Location].
Toughness trait.
UESRPG Scroll of Beasts 6

-Bears

-Cave Rats

-Crocodiles
UESRPG Scroll of Beasts 7

Bears
Bears are large ursine quadrupeds that are widespread
Encountering Bears
Bears are often found in their dens or roaming in
search of food. During winter, bears will be found
and ubiquitous in temperate and arctic regions. They almost exclusively in their dens with the exception
are typically large and capable of crushing an armoured of Snow Bears which will continue to roam and hunt
man. during the cold season, but will be far less active. Bears
Bear, Beast, Major Group, 100 White Soul are sometimes accompanied by their cubs, which they
Char * Attributes * Proficiencies * will defend with their lives.
Str 50 HP 35 Combat 70
Bears will become very territorial and aggressive
End 50 WT 13 Magic -
unless the target is obviously superior or causes Fear.
Agi 30 MP 15 Evade 30 If the bear wins the fight, they will typically leave their
Int 15 SP 5 Observe 50 opponent alone, bleeding and battered after they are
Will 35 IR +7 Stealth 40 convinced the threat is subdued, and don’t tend to eat
Prc 30 AP 3 Knowledge - humans unless desperate.
Prs 5 Speed 11m Social -
Luck - Size Large Physical 70 Bears will relentlessly pursue their prey, and can run
on all fours nearly as fast as a horse.
Weapons and Armour
• Claws: d12 Crushing or Splitting, Reach 1m.
• Bite: d10 Crushing, Bite, Reach 1m. Bear Loot
• Natural Toughness 3: Reduces all incoming • On a +30 Survival test, a character can remove the
damage by 3. Does not count as Armor. bear’s pelt, worth 100 drakes, over the course of a
Short Rest. Snow Bear pelts are worth 200 drakes.
Special Abilities Both are ENC 2. Failing this test spoils the pelt,
• Maul (2 SP): The bear does melee attack at 1m
halving its worth.
that deals 2d8 Crushing. Additionally, all targets
• On a +20 Survival test, a character can, over the
Medium or smaller within Reach must test
course of a Long Rest, turn a bear pelt into two
Acrobatics or Athletics or else be knocked prone.
pieces of Full Bear Fur armour, or one Full Bear
Traits Fur chest piece. Bear Fur armour is exactly the
• Bestial: Automatically passes Survival tests in same as regular Fur but has +1 AR. Snow Bear
its natural habitat. Must test Willpower to avoid Fur armour is the same as Bear Fur but gives
fleeing combat if the GM feels it's appropriate. 3 additional Frost Resistance on the equipped
• Bite: A Bite attack that deals damage automatically location. Failing this test spoils the pelt instead,
starts a Grapple. If the target Counter Attacks rendering it useless and halving its worth.
a Bite attack, the Counter Attack ignores the • On a +20 Simple Survival test over a Long Rest,
creature's AR and Natural Toughness trait. a character can harvest DoS*3 days' rations of
• Diseased (+0): Bears with this trait are diseased, bear meat. The meat will spoil within a day if not
and if they deal a wound to another character with properly preserved.
their natural weapons then that character must test • On a +0 Alchemy test over a Short Rest, a character
Endurance +0 or contract Common Disease. can harvest and powder the bear’s claws, which
• Quadruped: When Dashing, triples Speed. are are a Rare Alteration ingredient. The character
harvests DoS dosages.
Variant: Cave Bear
• Dark Sight: A creature with this trait can see and Variant: Snow Bear
act normally in areas with dim or no light. • Resist Frost 8
• Stubborn: Can re-roll failed Fear tests. • Savage: Rolls its damage dice twice and picks the
highest.
• Tough: A Snow Bear's HP is 50, and its WT is 16.
UESRPG Scroll of Beasts 8

Cave Rats and Encountering Cave Rats


Cave Rats are most commonly encountered in,
unsurprisingly, in caves. They can also be found in
Skeevers
Cave rats are a plague upon the common folk of Tamriel.
dungeons, sewers, and various other subterranean pits
and places. They are harbingers of disease and decay,
Found in virtually every province, individually they are and where civilization goes, Cave Rats follow.
weak but collectively they can drag a man to the ground.
Rat, Beast, Minor Solo, 10 White Soul Cave Rats are notoriously aggressive in spite of their
diminuitive size and feeble strength, which makes
Char * Attributes * Proficiencies * them a danger to societies small and large. Purging rat
Str 10 HP 10 Combat 40 dens is a quintessential adventurer’s quest, and rat-
End 20 WT 3 Magic - killer is a perfectly reasonable career in large cities like
Agi 40 MP 10 Evade 40 Mournhold or Whiterun.
Int 10 SP 2 Observe 40
Will 5 IR +8 Stealth 50 Cave Rats are defensive in their dens, and aggressively
raid settlements, typically during the night, for
Prc 30 AP 3 Knowledge -
anything they can eat. When fought, rats tend to flee
Prs 5 Speed 9m Social - when they realize they are in danger, but they are
Luck - Size Tiny Physical 20 just as likely to be suicidally courageous, throwing
Weapons and Armour themselves at their opponent with reckless abandon
• Claws and Teeth: d4 Slashing, Reach 1m. without awareness the mortal danger they are in.
Special Abilities
• Rat Leap (1 SP): The rat leaps up to 3m, and When fought in their den, after fleeing rats will
makes a biting attack against the target. Dodging typically regroup for a cunning ambush later on.
or Parrying the attack has a -20 penalty as the rat
catches them off-guard. Cave Rat Loot
Traits • On a +30 Survival test, a character can harvest one
• Bestial: Automatically passes Survival tests in day's ration of rat meat. Rat meat must be cooked,
its natural habitat. Must test Willpower to avoid and consuming it forces a +0 Endurance test, or the
fleeing combat if the GM feels it's appropriate. consuming character gains Common Disease.
• Dark Sight: A creature with this trait can see and • A character can harvest the rat's tail, which is one
act normally in areas with dim or no light. Common Destruction ingredient.
• Diseased (-30): Cave Rats with this trait are
diseased, and if they deal a wound to another
character with their natural weapons then that
character must test Endurance -30 or contract
Common Disease.
• Minion: A Cave Rat dies if it ever suffers a Wound
of any sort.
• Quadruped: When Dashing, triples Speed.

Variant: Skeever
A Skeever's Claws and Teeth attacks have the Bite tag.
• Bite: A Bite attack that deals damage automatically
starts a Grapple. If the target Counter Attacks
a Bite attack, the Counter Attack ignores the
creature's AR and Natural Toughness trait.
• Small: Skeevers count as Small instead of Tiny.
• Vicious (2): Skeevers count their SB as being 2.
UESRPG Scroll of Beasts 9

Crocodiles
Crocodiles are large, aquatic reptiles found in many of
Encountering Crocodiles
Crocodiles can be found in the warmer southern
climes of Tamriel, most commonly in the Black Marsh
the southern regions of Tamriel. and in the wetlands bordering Leyawin. Crocodiles are
Crocodile, Beast, Major Solo, 50 White Soul large reptilian predators that can hold their breath so
Char * Attributes * Proficiencies * long, it’s as if they can breath water.
Str 35 HP 32 Combat 45
While they don’t normally hunt men or mer, if
End 32 WT 8 Magic -
encountered, a crocodile may be hostile or territorial.
Agi 20 MP 15 Evade 20 Its jaws snap with such pressure that it easily breaks
Int 15 SP 3 Observe 30 limbs, and can flash-drown targets by thrashing them
Will 25 IR +5 Stealth 60 about underwater.
Prc 20 AP 3 Knowledge -
Prs 5 Speed 7m Social - Crocodiles often have bounties put on their heads
Luck - Size Med Physical 55 when they enroach too close to civilization, because of
the danger they pose to unsuspecting travellers who
Weapons and Armour may find themselves rapidly pulled into a nearby body
• Jaws: d10 Crushing, Bite, Reach 1m.
of water and killed.
• Scales: Partial AR 3.
• Weak Point (Underbelly): No AR on its
underbelly. Crocodile Loot
• On a +0 Survival test, a character can remove the
Special Abilities crocodile's hide, worth 100 drakes, over the course
• Thrash (1 SP): If the crocodile successfully Bites
of a Long Rest. If the character fails the test, they
a target, it can spend a Stamina as a free action
spoil the hide, halving its worth.
to Thrash the target. This deals d10+3 damage
• On a +10 Survival test, a character can, over
that ignores armour. If underwater, the target
the course of a Long Rest, turn a crocodile hide
is automatically dropped to 0 HP if they fail an
into one piece of Full Crocodile Hide armour.
Endurance test at +0.
Crocodile Hide armour is exactly the same as
Traits regular Hide but has +1 AR, and is waterproof.
• Amphibious: Can breath water and ignores the It takes two crocodile hides to make a Crocodile
skill cap placed on his Combat rolls by his Athletics Hide chest piece. If the character fails the test,
when fighting in water. they spoil the hide, failing to craft the armor and
• Bestial: Automatically passes Survival tests in halving the hide's worth.
its natural habitat. Must test Willpower to avoid • On a +20 Simple Survival test over a Short Rest,
fleeing combat if the GM feels it's appropriate. a character can butcher a crocodile for meat. A
• Bite: A Bite attack that deals damage automatically character prepares DoS*2 days' rations worth of
starts a Grapple. If the target Counter Attacks crocodile meat. The meat will spoil within a day if
a Bite attack, the Counter Attack ignores the not properly preserved.
creature's AR and Natural Toughness trait. • On a +20 Alchemy test, a character can harvest the
• Dark Sight: A creature with this trait can see and crocodile's eyes, which are a Very Rare Mysticism
act normally in areas with dim or no light. ingredient. If the character scores more than 3
• Diseased (+0): Crocodiles with this trait are DoS, they harvest two eyes instead.
diseased, and if they deal a wound to another
character with their natural weapons then that
character must test Endurance +0 or contract
Common Disease.
• Savage: Rolls its damage dice twice and picks the
highest.
• Swimmer: Doubles its movement speed in water.
UESRPG Scroll of Beasts 10

Dogs
Dogs, both wild and domesticated, can be found across
Encountering Dogs
Dogs can be found all across Tamriel. Domesticated
dogs can be found in and around nearly all human
Tamriel. settlements, and have followed mankind in their
Dog, Beast, Minor Solo, 30 White Soul journeys ever since they came down from Atmora.
Char * Attributes * Proficiencies * They range from friendly to belligerent, and will, like
Str 25 HP 13 Combat 40 most beasts, fiercely defend their young. They can be
befriended and trained with ease.
End 25 WT 6 Magic -
Agi 40 MP 15 Evade 40 Wild dogs can be encountered roaming the warmer
Int 15 SP 4 Observe 70 climates, most commonly in packs that wander
Will 25 IR +8 Stealth 40 Hammerfell and Elsweyr, fulfilling much the same
Prc 30 AP 3 Knowledge - niche as wolves.
Prs 15 Speed 10m Social -
Luck - Size Small Physical 50 Dog Loot
Weapons and Armour • On a +0 Survival test, a character can remove the
• Bite: d6 Slashing, Bite, Reach 1m. dog's pelt, worth 5 drakes, over the course of a
Short Rest. Skinning a domestic dog is considered
Special Abilities a cruel act in most of Tamriel, and in some places
• Latch On (1 SP): If the dog successfully Bites a
is also a crime.
target, it latches on with all its strength, and the
• On a +30 Simple Survival test over a Short Rest,
bitten Hit Location counts as Crippled until the
a character can harvest DoS days' rations of dog
character removes the dog by breaking out of the
meat. The meat will spoil within a day if not
Grapple.
properly preserved. Additionally, harvesting a
Traits domesticated dog's meat is typically considered
• Bestial: Automatically passes Survival tests in cruel and may be criminal.
its natural habitat. Must test Willpower to avoid
fleeing combat if the GM feels it's appropriate.
Variant: War Dog
• Bite: A Bite attack that deals damage automatically
• Stubborn: Can re-roll failed Panic tests.
starts a Grapple. If the target Counter Attacks
• Trained: War Dogs ignore the Bestial trait
a Bite attack, the Counter Attack ignores the
• Vicious (3): War Dogs count their SB as being 3
creature's AR and Natural Toughness trait.
instead of 2.
• Dark Sight: A creature with this trait can see and
• Unrelenting: Targets cannot Disengage while in
act normally in areas with dim or no light.
Reach of a War Dog.
• Diseased (+0): Dogs with this trait are diseased,
and if they deal a wound to another character with
their natural weapons then that character must test
Endurance +0 or contract Common Disease.
• Man's Best Friend: Even though it cannot speak
any languages, a dog can understand simple orders
given by a character it trusts.
• Quadruped: When Dashing, triples Speed.
• Teamwork: Gains a bonus DoS on any attack rolls
made while an ally with Teamwork is in Reach of
the same target.
UESRPG Scroll of Beasts 11

Dreugh
Dreugh are an ancient species of aquatic, octopus-like
Encountering Dreugh
Dreugh are a mysterious and esoteric beast-peoples
that live in underground lairs and sunken ruins. They
beastfolk, commonly hunted for their hide and the wax appear half man, half octopus, with the claws of crabs.
from their shells. Dreugh can be found in any of the saltwater seas
Dreugh, Beast, Major Solo, 50 White Soul surrounding Tamriel, and frequent the waterways of
Char * Attributes * Proficiencies * the Iliac Bay.
Str 40 HP 20 Combat 50
Their origins are shrouded in legend, though some
End 40 WT 11 Magic 55
say the Dreugh are the remnants of a prehistoric
Agi 40 MP 30 Evade 50 civilization that spanned the seas, who lived in castles
Int 30 SP 4 Observe 50 of glass and coral. The ancient Chimer waged frequent
Will 35 IR +11 Stealth 40 war against the Dreugh, to which some attribute the
Prc 40 AP 3 Knowledge 40 species’ devolved intelligence and collapsted empire.
Prs 5 Speed 6m Social 15
Luck - Size Med Physical 60 Others still suggest that Dreugh ruled the world in an
even older time, when the world was all seas and Lyg,
Weapons and Armour and Molag Bal served as their chief.
• Dreugh Claws: d8 Crushing, Reach 1m.
• Dreugh Hide: Full AR 6 / Magic AR 2.
Dreugh Loot
Special Abilities • On a +0 Survival test, a character can remove the
• Refresh Spells (1 SP): The dreugh can, as a free
Dreugh's shell, worth 150 drakes, over the course
action, refresh all of its spell uses. of a Long Rest. Failing this test spoils the shell,
• Tentacle Grab (1 SP): As an action while halving its worth.
underwater, the Dreugh can attack with its many • On a +0 Survival test, a character can, over the
octopoid tentacles, which lash out and grasp wildly. course of a Long Rest, turn a Dreugh Shell into one
This is treated as a melee attack at 1m Reach. If it Full Dreugh Hide Chest piece, or two Full Dreugh
hits, the target is immediately Grappled, and the Hide limb pieces, or four Partial Dreugh Hide
Dreugh can immediately perform a bonus Grapple Limbs, or two Partial Dreugh Hide Chest pieces.
Action for free. Failing this test instead spoils the shell, halving its
Traits worth.
• Amphibious: Can breath water and ignores the • On a +10 Alchemy test over a Short Rest, a
skill cap placed on his Combat rolls by his Athletics character can harvest the wax from the Dreugh's
when fighting in water. shell, which is an Extremely Rare Restoration
• Dark Sight: A creature with this trait can see and ingredient. The character can only ever manage to
act normally in areas with dim or no light. salvage a single dose.
• Immunity (Paralysis, Poison).
• Spellcaster: The Dreugh does not track its Magicka
when casting. Instead, it can attempt to cast any of
the following spells once each:
• Shock Touch 1d4 (1 MP)
• Shock Touch 1d6 (2 MP)
• Shock Touch 1d8 (3 MP)
• Swimmer: Doubles its movement speed in water.
• Weakness (Frost, 3).
UESRPG Scroll of Beasts 12
-Dreugh
Hide
Armor

-Dreugh

-Land Dreugh
UESRPG Scroll of Beasts 13

Land Dreugh
For one year of their life, dreughs undergo karvinasim
Encountering Land Dreugh
Once in their lifetime, for a single year, Dreugh
undergo metamorphasis called karvinasim and emerge
and emerge onto land as aggressive crustaceans to breed. onto land as violent crustaceans, with many legs and
During this period they are known as land dreughs (or extra appendages, adapted for surface hunting. Land
“billies”). Dreugh, unlike their depth dwelling kin, are highly
Dreugh, Beast, Minor Group, 80 White Soul aggressive and very dangerous. With hard armour, and
Char * Attributes * Proficiencies * large, raking talons, Land Dreugh emerge onto land to
Str 50 HP 23 Combat 60 hunt and mate for a brief time.
End 45 WT 12 Magic 50
Land Dreugh can be found on many large beaches, and
Agi 35 MP 30 Evade 55 will gather into colonies that will hunt indiscriminately
Int 30 SP 4 Observe 60 for miles around their beach-colony. Whole villages
Will 35 IR +11 Stealth 45 have been wiped out by Land Dreugh, who capture
Prc 40 AP 3 Knowledge 30 or kill the inhabitants to feed their freshly spawned
Prs 5 Speed 11m Social 5 younglings.
Luck - Size Large Physical 70
In combat, Land Dreugh will fight to win, using all of
Weapons and Armour their cunning and brutality to their advantage, and if
• Dreugh Claws: d8 Crushing, Reach 1m.
in the proper numbers, will not hestitate to engage in
• Dreugh Hide: Full AR 6 / Magic AR 2.
full scale battles.
Special Abilities
• Refresh Spells (1 SP): The dreugh can, as a free During karvinasim, dreugh walk upon the land,
action, refresh all of its spell uses. favoring shoreline marshes and rivers close to the open
• Scything Claws (1 SP): As an action, the Land water. Hatchlings are closely guarded, and broodmothers
Dreugh can ravage their opponent with the claws are extremely territorial, reacting to invaders with both
that grow from their back. These claws do d12 speed and hostility. This leads credence to the notion that
Slashing damage and hit up to 2 targets within 2m. karvinasim heightens the dreugh’s martial instincts.
Traits
• Amphibious: Can breath water and ignores the Revolting Life Cycle of the Dreugh
skill cap placed on his Combat rolls by his Athletics
when fighting in water. Land Dreugh Loot
• Dark Sight: A creature with this trait can see and • On a +0 Survival test, a character can remove the
act normally in areas with dim or no light. Dreugh's shell, worth 150 drakes, over the course
• Quadruped: When Dashing, triples Speed. of a Long Rest.
• Spellcaster: The Land Dreugh does not track its • On a +0 Survival test, a character can, over the
Magicka when casting. Instead, it can attempt to course of a Long Rest, turn a Dreugh Shell into one
cast any of the following spells once each: Full Dreugh Hide Chest piece, or two Full Dreugh
• Shock Touch 1d4 (1 MP) Hide limb pieces, or four Partial Dreugh Hide
• Shock Touch 1d6 (2 MP) Limbs, or two Partial Dreugh Hide Chest pieces.
• Shock Touch 1d8 (3 MP) Failing this test instead spoils the shell, halving its
• Swimmer: Doubles its movement speed in water. worth.
• On a +10 Alchemy test over a Short Rest, a
character can harvest the wax from the Dreugh's
shell, which is an Extremely Rare Restoration
ingredient. The character can only ever manage to
salvage a single dose.
UESRPG Scroll of Beasts 14

Durzogs
Sometimes called sludgepuppies, a durzog is a dog-like
Encountering Durzogs
Durzogs are hound-like reptiles found both in the
wild and in service of goblins and orcs, especially in
reptilian creature used in battle by goblins and orcs. the Wrothgarian and Dragontail Mountains. Durzogs
Durzog, Beast, Major Solo, 40 White Soul are large, bulky, and have powerful snapping jaws,
Char * Attributes * Proficiencies * resembling a crocodiles, but with large piercing tusks.
Str 40 HP 18 Combat 55
In the wilderness, durzogs live in small familial packs,
End 35 WT 9 Magic -
usually numbering no greater than half a dozen. When
Agi 40 MP 25 Evade 40 tamed and bred by greenskins, their packs can be far,
Int 25 SP 3 Observe 55 far larger, sometimes in the hundreds, if the tribe can
Will 20 IR +9 Stealth 40 keep them fed.
Prc 35 AP 3 Knowledge -
Prs 5 Speed 12m Social - Durzogs will typically live in warrens they dig with
Luck - Size Small Physical 50 their large, broad claws, or in existing cave systems,
where their night eyes allow them to see. They typically
Weapons and Armour hunt at night, and are not afraid to hunt men and mer
• Bite: d10 Crushing (2), Bite, Reach 1m.
alike.
• Plated Hide: Partial AR 5 / Poison AR 1.
• Weak Point (Underbelly): No AR on its
Durzogs tend to size up an opponent, then in unison
underbelly.
will swarm and violently bite and snap at their prey
Special Abilities until they can drag it to the ground and pull it limb
• Latch On (1 SP): If the Durzog successfully Bites from limb to devour it while it is still alive. They eat all
a target, then it latches on with all its strength, and of their prey, and do not even leave behind the bones.
the bitten Hit Location counts as Crippled until the
character removes the durzog by breaking out of
Durzog Loot
the Grapple.
• On a +30 Survival test, a character can remove the
Traits durzog's hide, worth 30 drakes, over the course of a
• Bestial: Automatically passes Survival tests in Short Rest.
its natural habitat. Must test Willpower to avoid • On a +20 Survival test, a character can, over the
fleeing combat if the GM feels it's appropriate. course of a Long Rest, turn a durzog hide into one
• Bite: A Bite attack that deals damage automatically piece of Full Durzog Hide armour. Durzog Hide
starts a Grapple. If the target Counter Attacks armour is exactly the same as regular Hide but has
a Bite attack, the Counter Attack ignores the 1 Poison AR.
creature's AR and Natural Toughness trait. • On a +20 Simple Survival test over a Short Rest, a
• Dark Sight: A creature with this trait can see and character can harvest DoS days' rations of durzog
act normally in areas with dim or no light. meat, which can be cooked and eaten as a ration, or
• Diseased (+0): Durzogs with this trait are diseased, can be used as an Uncommon Illusion ingredient.
and if they deal a wound to another character with Unlike other raw meats, durzog meat will not spoil.
their natural weapons then that character must test
Endurance +0 or contract Common Disease.
Variant: War Durzog
• Greenskin's Best Friend: Even though it cannot
• Stubborn: Can re-roll failed Panic tests.
speak any languages, a durzog can understand
• Trained: War Durzogs ignore the Bestial trait
simple orders given by a goblin or orc that it trusts.
• Unrelenting: Targets cannot Disengage while in
• Quadruped: When Dashing, triples Speed.
Reach of a War Durzog.
• Savage: Rolls its damage dice twice and picks the
highest.
• Teamwork: Gains a bonus DoS on any attack rolls
made while an ally with Teamwork is in Reach of
the same target.
UESRPG Scroll of Beasts 15

Game Animals
There are many beasts hunted for sport or for meat and
Encountering Game Animals
Game Animals of all sorts can be found across Tamriel,
and are most commonly hunted for their meat or
hides across Tamriel, that don’t typically present a major prizes. This entry is mostly to aid in characters hunting
threat in combat. Game Animals are so widely varied, for rations in their downtime.
that these profiles should cover most varieties with some
tweaking.
Game Animal Loot
Small Game • On a +20 Survival test, a character can remove the
Animals such as rabbits, foxes, squirrels, birds, small game animal's hide. It takes a Short Rest to remove
lizards, very large insects, raccoons, hedgehogs, and fish. the pelt of a Small Game animal, worth 10 drakes.
Game, Beast, Trivial Solo, 5 White Soul It takes a Long Rest to remove the pelt of a Large
Char * Attributes * Proficiencies * Game animal, worth 100 drakes. Failing the test
Str 5 HP 10 Combat 20 spoils the hide, halving its worth.
• On a +20 Survival test, a character can create one
End 20 WT 2 Magic -
piece of Partial Hide or Fur armour using a Small
Agi 40 MP 10 Evade 40 hide, or one piece of Full Hide or Fur armour using
Int 10 SP 2 Observe 55 a Large Hide (or two Partial pieces) over a Long
Will 5 IR +8 Stealth 40 Rest.
Prc 35 AP 3 Knowledge - • On a +40 Survival test, a character can remove a
Prs 5 Speed 8m Social - trophy from a Large Game animal over a Short
Luck - Size Tiny Physical 50 Rest, worth 100 drakes.
• On a +30 Simple Survival test, a character can
Weapons and Armour harvest meat from a Game Animal. He gains DoS/2
• Biting, Pecking, or Clawing: d4, Reach 1m.
rations of meat from a Small Game animal which
takes a Short Rest, and DoS*3 rations of meat from
Large Game a Large Game animal which takes a Long Rest. The
Animals such as deer, moose, elk, antelopes, large meat will spoil if not preserved.
lizards, giant insects, bison, rams, and small whales.
Game, Beast, Minor Solo, 30 White Soul Additionally, any Game Animal may have any of the
Char * Attributes * Proficiencies * following traits, depending on their species:
Str 30 HP 20 Combat 30 • Amphibious: Can breath water and ignores the
End 40 WT 8 Magic - skill cap placed on his Combat rolls by his Athletics
when fighting in water.
Agi 40 MP 10 Evade 30
• Bite: A Bite attack that deals damage automatically
Int 10 SP 4 Observe 55 starts a Grapple. If the target Counter Attacks
Will 10 IR +8 Stealth 30 a Bite attack, the Counter Attack ignores the
Prc 30 AP 3 Knowledge - creature's AR and Natural Toughness trait.
Prs 5 Speed 11m Social - • Dark Sight: A creature with this trait can see and
Luck - Size Large Physical 60 act normally in areas with dim or no light.
• Flyer (Speed*3): The creature can fly at 3*Speed.
Weapons and Armour • Quadruped: When Dashing, triples Speed.
• Biting, Ramming, Thrashing or Goring: 1d10
• Swimmer: Doubles its movement speed in water.
Slashing or Crushing, Reach 1m.
• Natural Toughness (2): Reduces all incoming
damage by 2. Does not count as Armor.
Traits
• Bestial: Automatically passes Survival tests in
its natural habitat. Must test Willpower to avoid
fleeing combat if the GM feels it's appropriate.
UESRPG Scroll of Beasts 16
-Durzogs

-Giants
UESRPG Scroll of Beasts 17

Giants
Giants are enormous humanoids with a primitive
Encountering Giants
Giants are a semi-intelligent nomadic race native
culture, hailing from Atmora. to Skyrim and High Rock. Giants speak in a deep,
Giant, Beast, Deadly Group, 700 White Soul gutteral language that no one since the days of Atmora
Char * Attributes * Proficiencies * remembers how to speak. They wear clothing made of
Str 70 HP 120 Combat 80 furs and bones. A giant’s tools and weapons are often
End 60 WT 17 Magic - made from oversized rock, logs, and scrimshawed
mammoth bones.
Agi 30 MP 20 Evade 10
Int 20 SP 6 Observe 40 Giants stand 11-12 feet tall, and female giants are
Will 45 IR +6 Stealth 5 rarely, if ever, seen. It is speculated that female giants
Prc 30 AP 3 Knowledge 30 are kept living in the mountains while the nomadic
Prs 20 Speed 8 Social 20 males range about during the summer months, only
Luck - Size Huge Physical 70 to return to the mountaintops in winter after having
grazed their mammoth herds for the season, which
Weapons and Armour
they have domesticated and shepherd. Giants are
• Giant Club: 3d10 Crushing (4), UW, Shieldsplitter,
highly territorial and protective of their mammoths,
Concussive, Reach 2-4m.
and will often attack those who stray too near their
• Natural Toughness 2: Reduces all incoming
encampments. In combat, giants use their massive
damage. Does not count as Armor.
strength to crush their enemies.
• Mammoth Fur Armour: Partial AR 3 / Frost AR 2,
Light, on the Body and Legs. ENC as Fur.
Giants have demonstrated complex beliefs concerning
Special Abilities death. When a giant is sick or dying, they make
• Overhead Slam (3 SP): The giant can, as part of pilgrimage to one of their sacred burial grounds to die
a melee attack, make an overhead slam. This is a alone.
4m line originating from the giant. This is resolved
as an AoE. Any target that is hit is immediately
thrown a number of metres vertically equal to
Giant Loot
• A character can salvage Mammoth Cheese from
the damage they recieve. They then suffer the
the giant's pouch. The character searching can
consequences of falling as usual. salvage up to d4 rations of the rancid cheese. It
• Sweeping Strike (1 SP): The giant can, as part of a requires a +0 Endurance test to keep down.
melee attack, make a sweeping strike, which hits up • A character can remove Giant Toes, which are
to 5 targets in the giant's Reach. This is resolved as Very Rare Restoration Ingredients. The character
an AoE. salvages up to two toes. The rest are simply too
Traits small!
• Colossal Strikes: Cannot be parried, but targets • A character can ransack the Giant's pouch for
gain a +10 on tests to Evade its melee attacks. treasure and roll three times on the Treasure Table.
• Magic Resistant: Re-rolls failed tests to resist • A character can wield the Giant's Club using the
Magic. stats presented in its profile. Use by a regular PC
• Stubborn: Re-rolls failed Panic tests. requires at least 50 Strength, must be used in two
• Thick Skull: Immune to Stun and Dazed. hands, and requires a Stamina Point each time it
Melee Hit Table Ranged Hit Table
swings. It has ENC 10.
Hit Location Roll Hit Location Roll
• On a +10 Survival test, a character can turn giant
Left Leg 1-3 Left Leg 1-2
bones into weapons or armour. Giant bones are
Right Leg 4-6 Right Leg 3-4
exactly like regular Bone equipment, but lose the
Body 7-8 Body 5-7
Primitive trait. Additionally, Giant Bone armour
Left Arm 9 Left Arm 8
increases its AR and ENC by 1.
Right Arm 0 Right Arm 9
Head - Head 0
UESRPG Scroll of Beasts 18

Giant Bats
Large bats, roughly the size of the average dog.
Encountering Giant Bats
Giant bats can be found across Tamriel, in caves and
in deep woods. Giant bats, much like their smaller
Giant Bat, Beast, Minor Solo, 50 White Soul cousins, hunt by night using high-pitched screeching
Char * Attributes * Proficiencies * to echolocate. Because of their larger size, the screeches
Str 20 HP 12 Combat 50 of giant bats are very much audible by the ears of men
and mer, and their cries put fear into the hearts of
End 24 WT 6 Magic -
travellers, for giant bats are not solitary hunters.
Agi 50 MP 15 Evade 60
Int 15 SP 2 Observe 50 Giant bats, when hunting, will swarm a single target
Will 25 IR +10 Stealth 50 ruthlessly with the intent of killing, so they may feed
Prc 40 AP 3 Knowledge - on the body in the precious time before dawn, where
Prs 5 Speed 6m Social - they can be seen and their night-time advantage
Luck - Size Small Physical 30 leaves them. If giant bats are driven off, but have done
sufficient flesh wounds to a potential target, they will
Weapons and Armour return time and again over the course of the night in
• Bite: d6 Slashing, Bite, Reach 1m.
hit and run attacks, depriving their prey of rest.
Special Abilities
• Drink Blood (1 SP): If the Giant Bat deals When attacked in their lairs, bats will swarm viciously
damage to a target using its Vampiric Fangs, it can as above, but will freqently simply flee their nest and
immediately spend a Stamina Point to heal for d10 return when it is safe, unless there are vulnerable
HP. This may not exceed its HP maximum. young to protect, in which case they will fight until the
Traits small creatures are able to escape.
• Bestial: Automatically passes Survival tests in
its natural habitat. Must test Willpower to avoid Giant Bat Loot
fleeing combat if the GM feels it's appropriate. • On a +30 Survival test, a character can remove the
• Bite: A Bite attack that deals damage automatically bat's hide, worth 20 drakes, over the course of a
starts a Grapple. If the target Counter Attacks Short Rest. Failing this test spoils the hide, halving
a Bite attack, the Counter Attack ignores the its worth.
creature's AR and Natural Toughness trait. • On a +20 Survival test, a character can, over the
• Dark Sight: A creature with this trait can see and course of a Long Rest, turn a bat hide into one
act normally in areas with dim or no light. piece of Full Bat Hide armour. It requires two bat
• Diseased (-20): Giant Bats with this trait are hides to make a Full Bat Hide chest piece. Bat Hide
diseased, and if they deal a wound to another armour is exactly the same as regular Hide, but is
character with their natural weapons then that a cool midnight black colour and provides a +10
character must test Endurance -20 or contract bonus to the wearer's Stealth tests, if the character
Common Disease. is wearing at least 4 pieces.. Failing this test spoils
• Echolocation: A Giant Bat sees by hearing, not the hide, halving its worth and rendering it useless.
by sight. A Giant Bat cannot be conventionally • On a +20 Simple Survival test character can harvest
Blinded, but is instead treated as also being Blind bat meat over a Short Rest. The character harvests
when affected by the Deafened condition. DoS days' rations. The meat will spoil within a day
• Flyer (20m): The bat flies at Speed 20m. if not preserved.
• Minion: A Giant Bat dies if it ever suffers a Wound • On a +0 Alchemy test over a Short Rest, a character
of any sort. can prepare the bat's fangs, which are a Rare
Destruction ingredient. Scoring 2 or more DoS
harvests 2 fangs instead.
UESRPG Scroll of Beasts 19

Giant Snakes
Enormous, deadly snakes. Often found near water.
Encountering Giant Snakes
Giant snakes can be found in both the wet and dry
regions of Tamriel. Giant snakes tend to prey on large
Giant Snake, Beast, Major Solo, fauna, such as elk, deer, and sometimes the foolhardy
80 White Soul small predatory, such as wolves.
Char * Attributes * Proficiencies *
Giant snakes come in a wide variety of types, some
Str 50 HP 23 Combat 50
of which are deadly poisoners, and some are brutal
End 45 WT 12 Magic - constrictors. A poisonous giant spider will focus their
Agi 50 MP 15 Evade 50 effots on envonoming their prey, while a constrictor
Int 15 SP 4 Observe 55 will go in for a squeeze and will not stop until their
Will 30 IR +9 Stealth 70 prey is utterly crushed.
Prc 35 AP 3 Knowledge -
Prs 5 Speed 15m Social - Despite their large size, giant snakes are suprisingly
stealthy, as they move silently and low to the
Luck - Size Med Physical 60
underbrush. This can make spotting them hazardous,
Weapons and Armour and in swampy regions, they sometimes swim on the
• Bite: d8 Slashing, Bite, Reach 1m. surface of water, or drop down from trees. Snakes
• Snake Hide: Full AR 2 / Poison AR 1. make semi-permanent burrows they range out of to
• Weak Point (Underbelly): The snake does not hunt prey. Due to the size of their prey, they do not
have AR on its underbelly. feed often, as they digest their victims whole, a process
Special Abilities that takes weeks, sometimes months.
• Constrict (1 SP): If an enemy is Grappled, the
Snake can spend 1 Stamina to immediately inflict 2 Giant Snake Loot
Stamina damage. • On a +30 Survival test, a character can remove the
• Envenom (1 SP): After successfully dealing snake's hide, worth 100 drakes, over the course of
damage with a Bite attack, the Giant Snake can deal a Short Rest. Failing this test spoils the hide and
a bonus d6 Poison damage. halves its worth.
Traits • On a +20 Survival test, a character can, over the
• Amphibious: Can breath water and ignores the course of a Long Rest, turn a snake hide into one
skill cap placed on his Combat rolls by his Athletics piece of Full Snake Hide armour. Alternatively,
when fighting in water. creating a Full Snake Hide chest piece requires
• Bestial: Automatically passes Survival tests in two snake hides. Snake Hide armour is exactly the
its natural habitat. Must test Willpower to avoid same as regular Hide, but provides 1 Poison AR.
fleeing combat if the GM feels it's appropriate. Failing this test spoils the hide, halving its worth,
• Bite: A Bite attack that deals damage automatically and renders it useless.
starts a Grapple. If the target Counter Attacks • On a +20 Simple Survival test over a Short Rest,
a Bite attack, the Counter Attack ignores the a character can havest DoS days' rations of snake
creature's AR and Natural Toughness trait. meat. Snake meat will spoil within a day if not
• Crawler: The creature is not slowed by terrain. preserved.
• Dark Sight: A creature with this trait can see and • On a +0 Alchemy test over a Short Rest, a character
act normally in areas with dim or no light. can harvest and prepare the snake's eyes, which are
• Diseased (+0): Giant Snakes with this trait are Uncommon Illusion ingredients. If the character
diseased, and if they deal a wound to another scores more than 1 DoS, he harvests 2 giant snake
character with their natural weapons then that eyes instead.
character must test Endurance +0 or contract • Additionally, a character can make on roll on the
Common Disease. Treasure table to see if the snake has swallowed any
• Serpentine: All Arm and Leg hit locations are other adventurers and what loot they had.
resolved against the snake's body instead.
UESRPG Scroll of Beasts 20

Giant Spiders
Enormous spiders that lurk in dark caves, and
Encountering Giant Spiders
Giant spiders often live in small broods, down in the
hidden and darkened depths of the underground, or in
deep within ancient forests, spinning webs to catch particularly dense forests. Often, there are dozens, or
unsuspecting prey. hundreds of smaller spiderlings under the command
Giant Spider, Beast, Major Solo, of a larger mother spider, and her handful of mates.
160 White Soul Capable of crawling on ceilings and walls, giant spiders
Char * Attributes * Proficiencies * weave powerful webs to entangle victims, who are then
liquified with deadly poison and feasted upon. They
Str 40 HP 22 Combat 65
will lie in wait to ambush larger prey, but are unafraid
End 44 WT 11 Magic - of charging weaker, man sized prey head on. The
Agi 55 MP 15 Evade 65 spiders can also use their deadly venom as projectiles,
Int 15 SP 4 Observe 50 spitting it in large globs to weaken their prey from a
Will 30 IR +9 Stealth 70 distance.
Prc 30 AP 3 Knowledge -
Prs 5 Speed 15m Social - Though giant spiders are ambush hunters, desperation
for food may drive them to take a more proactive
Luck - Size Med Physical 60
approach to hunting, which may result in attacks
Weapons and Armour away from their lair on the road, or in small villages.
• Bite: d6 Slashing, Bite, Reach 1m. When attacked in their lair, spiders will use all of their
• Stingers: d6 Poison, Reach 1m. abilities and defenses to their advantage to hinder their
Special Abilities foes.
• Poison Spray (1 SP): The spider can spray poison
at a target up to 10m away as a ranged attack Giant Spider Loot
action. It gains a +10 to hit. The poison spray does • On a +30 Survival test, a character can remove the
2d6 Poison damage. spider's hide, worth 30 drakes, over the course of
• Web Blast (1 SP): The spider can launch a web a Short Rest. Failing this test spoils the hide and
up to 10m as a ranged attack action. If it hits, the halves its worth.
target is Entangled. • On a +20 Survival test, a character can, over the
Traits course of a Long Rest, turn a spider hide into one
• Bestial: Automatically passes Survival tests in piece of Full Spider Hide armour.Alternatively,
its natural habitat. Must test Willpower to avoid creating a Full Spider Hide chest piece requires
fleeing combat if the GM feels it's appropriate. two spider hides. Spider Hide armour is exactly the
• Bite: A Bite attack that deals damage automatically same as regular Hide, but provides a +10 bonus to
starts a Grapple. If the target Counter Attacks the wearer's Athletics tests made to climb, if the
a Bite attack, the Counter Attack ignores the character is wearing at least 4 pieces. Failing this
creature's AR and Natural Toughness trait. test spoils the hide, which halves its worth and
• Climber: The creature can climb walls and ceilings renders it useless.
as if open ground. • On a +10 Survival test, a character can harvest one
• Crawler: The creature is not slowed by terrain. dose of spider poison, which is a Plentiful quality
• Dark Sight: A creature with this trait can see and poison. If the character fails this test, they instead
act normally in areas with dim or no light. immediately take d6 Poison damage as they spill or
• Diseased (+0): Giant Spiders with this trait are fumble the toxin sac.
diseased, and if they deal a wound to another • On a +0 Alchemy test over a Short Rest, a character
character with their natural weapons then that can harvest the spider's eyes. They retrieve DoS
character must test Endurance +0 or contract eyes, up to 8 maximum. Each eye is one Rare
Common Disease. Mysticism ingredient.
• Minion: A Giant Spider dies if it ever suffers a
Wound of any sort.
UESRPG Scroll of Beasts 21
-Giant Bats
and Giant
Snake

-Giant
Spiders
UESRPG Scroll of Beasts 22

Goblins
Goblins are violent, primitive humanoids found
Encountering Goblins
Goblins are savage, primitive humanoids found
throughout Tamriel. They live in clan based societies
throughout Tamriel, often living in sewers, caves and ruled by the strongest of them in a hierarchy of might-
ruins in small clan-based societies. Appearance-wise, makes-right. Goblins have green skin, yellow-slitted
goblins have green skin, yellow eyes with slitted pupils, eyes, large fangs and elven ears, and stand atthe height
pronounced canine teeth, elven ears, and sometimes of around a man’s chin.
horns and hunchbacks.
Goblin, Beast, Minor Solo, 100 White Soul The most common goblins are cave goblins, which
Char * Attributes * Proficiencies * dwell in caves, sewers, ruins and other subterranean
Str 35 HP 10 Combat 45 lairs. They typically build simple but deadly traps, and
construct minor fortifications in their underground
End 20 WT 6 Magic 15
bases.
Agi 35 MP 15 Evade 45
Int 15 SP 2 Observe 45 The other main type of goblins are the clan goblins,
Will 15 IR +6 Stealth 45 which dwell as nomads on the surface world, hunting
Prc 35 AP 2 Knowledge 15 and raiding as neccessary. Clan goblins are far larger
Prs 10 Speed 9m Social 10 and stronger than their underground cousins, so
Luck - Size Small Physical 35 naturally pose a much larger threat on the offensive
than the relatively diminuitive cave goblins, who
Weapons and Armour typically have the advantage on the defensive instead.
One of the following:
• Goblin Battle Axe: d8 Splitting, UW, 2h, Reach
Goblins are known to train the dog-like Durzogs for
1m.
battle, and raise rats for their meat.
• Goblin Blade: d6 Slashing, Exploit Weakness,
Reach 1m.
• Goblin Bow: d6 Slashing, Reload 1, Range 100m. Goblin Loot
• Goblin Cudgel: d6 Crushing, UW, Reach 1m. • A goblin has on its person what it is equipped
• Goblin Spear: d6, UW, Reach 2m. with, in addition to about d4 drakes worth of junk
And any of the following: weighing about 1 ENC.
• Goblin Armour: Partial AR 2, Light, All • A character can make a +0 Alchemy test to harvest
• Goblin Shield: BR 6 (3), Light. a goblin ear, which is an Uncommon Destruction
ingredient. If the character succeeds with more
Special Abilities than 1 DoS, they harvest two ears instead.
• Gang Up (1 SP): Can gang up by spending a
• Goblins are likely to have treasure stashed
Stamina Point when an enemy in Reach is attacked
somewhere in their den. At the GM's discretion,
by another allied Goblin. Ganging up imposes
the characters can make a number of rolls on the
a -10 on the target's Defence roll. Additionally,
Treasure table the GM feels appropriate for the
each ganging up Goblin adds +1 damage to the
den.
attacking Goblin's damage roll.
Traits Variant: Cave Goblin
• Minion: A Goblin dies if it ever suffers a Wound of
• Crawler: The creature is not slowed by terrain.
any sort.
• Dark Sight: A creature with this trait can see and
act normally in areas with dim or no light.
Variant: Durzog Trainer
• Inspire (1 SP): On its turn, a Durzog Trainer can
Variant: Clan Goblin
spend a Stamina point to inspire one Durzog. That
• Tough: A Clan Goblin's HP is 15, WT is 8, and SB
Durzog can then re-roll its next failed Combat test.
is 4.
• Teamwork: Gains a bonus DoS on any attack rolls
made while an ally with Teamwork is in Reach of
the same target.
UESRPG Scroll of Beasts 23

-Goblins
UESRPG Scroll of Beasts 24

Goblin Berserkers
A Goblin Berserker is a slightly larger, angrier Goblin.
Encountering Goblin Berserkers
Goblin berserkers are the closest equivalent to the
Goblin, Beast, Minor Group, 120 White Soul nobles of goblin society. Larger, stronger, and more
Char * Attributes * Proficiencies * violent-minded than the lesser goblins, goblin
Str 40 HP 15 Combat 45 berserkers fight with the primal rage of their patron,
End 30 WT 9 Magic 15 Malacath, who they worship as Muluk.
Agi 35 MP 10 Evade 45
Goblin berserkers rule as second in command to
Int 10 SP 3 Observe 45 a clan’s War-Chief, and maintain what passes as
Will 20 IR +5 Stealth 45 discipline in goblin culture. On the battlefield, goblin
Prc 10 AP 2 Knowledge 15 berserkers use their bulk and fury to their advantage,
Prs 5 Speed 10m Social 10 and press constantly on the attack, often forgoing
Luck - Size Med Physical 35 defense in favour of ruthless and unending strikes.
Weapons and Armour They often use either a broad two handed weapon they
Two of the following: can swing with reckless abandon, or a pair of weapons
• Goblin Blade: d6 Slashing, Exploit Weakness, to maximize their offensive output, forsaking shields
Reach 1m. in favour of heavier, more prestigious goblin armour
• Goblin Cleaver: d6 Splitting, UW, Reach 1m. worthy of their social status.
• Goblin Cudgel: d6 Crushing, UW, Reach 1m.
Or one of the following: Although goblins are typically a minor threat at best
• Goblin Battle Axe: d8 Splitting, UW, 2h, Reach against experienced warriors, many have been caught
1m. off-guard by a goblin berserker’s insane lack of self
• Goblin Sledge: d8 Crushing, UW, 2h, Reach 1m. preservation: their rank in goblin society depends on
And any of the following: their might and fearlessness, and to lose face would be
• Goblin Heavy Armour: Partial AR 4, Medium, on worse than death.
all Hit Locations.
Goblin berserkers typically do not parry incoming
Special Abilities blows, but are surprisingly deft and capable of dodging
• Blood Frenzy (1 AP): The berserker can spend
should they need to. If it is clear that the goblins
an AP to work himself into a blood rage. While
are routing in a fight, goblin berserkers will refuse
frenzied, he cannot make Defensive Reactions but
to retreat and will fight until either they or their
rolls all damage dice twice and picks the highest.
opponents are dead.
• Whirlwind (1 SP): The berkserker can strike up
to 3 targets in his Reach as part of a single melee
attack. Roll the attack roll once, and all defenders Goblin Berserker Loot
react separately. The goblin can choose the order • A goblin berserker has on its person what it is
his opponents resolve their defences. equipped with, in addition to about d8 drakes
worth of trophies weighing about 1 ENC.
• A character can make a +0 Alchemy test to harvest
Variant: Cave Goblin Berserker a goblin ear, which is an Uncommon Destruction
• Crawler: The creature is not slowed by terrain.
ingredient. If the character succeeds with more
• Dark Sight: A creature with this trait can see and
than 1 DoS, they harvest two ears instead.
act normally in areas with dim or no light.
• Goblins are likely to have treasure stashed
somewhere in their den. At the GM's discretion,
Variant: Clan Goblin Berserker the characters can make a number of rolls on the
• Tough: A Clan Goblin Berserker's HP is 20, WT is Treasure table the GM feels appropriate for the
10, and SB is 5. den.
UESRPG Scroll of Beasts 25

Goblin War-Chiefs
Goblins War-chiefs are the largest, most powerful
Encountering Goblin War-Chiefs
Goblin war-chiefs are the biggest, strongest, smartest
goblins in a clan, and as such rule over their weaker
members of the tribe, and serve as their leaders in battle. kin through force of muscle, and through low
Goblin, Leader, Beast, Major Group, cunning. A goblin war-chief is man sized or larger,
350 White Soul and those of the nomad clans are even rumoured to
Char * Attributes * Proficiencies * be supernaturally protected. Some scholars speculate
this to be some sort of blessing from Malacath made
Str 50 HP 24 Combat 80
manifest, though it warrants further study.
End 48 WT 13 Magic 15
Agi 40 MP 25 Evade 50 Goblin war-chiefs, as the highest ranking members
Int 25 SP 4 Observe 50 of a clan, have best pick of the weapons, armour,
Will 40 IR +9 Stealth 20 food, durzogs, and mates, and they greedily hoard all
Prc 30 AP 3 Knowledge 35 of these. In a goblin clan, the war-chief is king, and
Prs 15 Speed 13m Social 15 his word is law. As a result, goblins fear, respect, and
envy their chiefs, which results in both total loyalty
Luck - Size Med Physical 70
and murderous betrayal. A goblin war-chief must be
Weapons and Armour careful to keep his berserkers and officers in line, lest
One of the following: they attempt to usurp him.
• Goblin Chief-Axe and Shield: d8 Splitting, UW,
Reach 1m / BR 7 (4) Light. Goblin war-chiefs, unlike goblin berserkers, will retreat
• Goblin Sledge: d12 Crushing, UW, 2h, Reach 1m. if it is warranted, or if they can fall back to a strategic
• Paired Goblin Slashers: 2*1d10 Slashing, 1h, position or ambush. At worst, a goblin war-chief
Reach 1m. commands enough respect to rally his clan to make a
And any of the following: counter-attack at a later date, but to not retaliate at all
• Goblin Chieftan Armour: Full AR 4, Medium, All. would certainly result in being cast down; as a result,
Special Abilities any attack on a goblin clan is viewed as a personal
• Inspire (1 SP): On its turn, a Goblin War-Chief insult to the war-chief.
can spend a Stamina and make a Simple Combat
Test to rally its tribesman. Up to DoS Goblins are GMs running campaigns that feature goblins as
Inspired and can re-roll their next failed test. primary antagonists shouldn’t be afraid to deviate from
• War-Caller (1 SP and 1 AP): On its turn, as part the stats presented here to give a war-chief Talents
of an Action, the Goblin War-Chief can spend from the Character creation chapter in the 3e Core
a Stamina Point to call his goblins to arms. All Rules, or to give them magic weapons and armour
Goblins wihin 10m can immediately make a free to help differentiate war-chiefs of different clans, or
Attack action, or use their Gang Up ability without successors to previously killed war-chiefs. Even one
spending a Stamina Point. Combat or Weapon talent can help give a goblin war-
Traits chief a lot of mechanical personality.
• Savage: Rolls damage twice and takes highest.
Goblin War-Chief Loot
Variant: Cave Goblin War-Chief • A goblin war-chief has on its person what it is
• Crawler: The creature is not slowed by terrain. equipped with, in addition to about 2d10 drakes
• Dark Sight: A creature with this trait can see and worth of trophies weighing 1 ENC.
act normally in areas with dim or no light. • A character can make a +0 Alchemy test to harvest
a goblin ear, which is an Uncommon Destruction
Variant: Clan Goblin War-Chief ingredient. If the character succeeds with more
• Resist Normal Weapons (3). than 1 DoS, they harvest two ears instead.
• Tough: A Clan Goblin War-Chief 's HP is 30, WT
is 15, and SB is 6.
UESRPG Scroll of Beasts 26

Goblin Shamans
Goblins Shamans are intelligent, magic wielding goblins.
Encountering Goblin Shamans
Goblin shamans serve as the high priests and religious
leaders of the goblin clans, who worship Muluk, the
They serve as religious leaders for the tribe. goblins’ version of Malacath. They practice primitive
Goblin, Spellcaster, Beast, Major Solo, elemental hedge-magic and concoct simple brews and
300 White Soul poisons for their clans.
Char * Attributes * Proficiencies *
The most interesting feature of the goblin shaman
Str 30 HP 15 Combat 30
is their totem staff, a brutal, bladed staff enchanted
End 30 WT 9 Magic 65 with primal magics that allow the casting of a single
Agi 35 MP 35/70 Evade 55 damaging cantrip at will. Goblin totem staves are
Int 35 SP 3 Observe 55 passed down generation to generation, and date
Will 35 IR +9 Stealth 45 back to time unknown. The totem staff of a clan has
Prc 35 AP 3 Knowledge 55 profound spiritual importance to the tribe, and they
Prs 15 Speed 9m Social 15 will relentlessly hunt for their totem staff if stolen,
either by a rival clan or by adventurers. Goblin scouts
Luck - Size Small Physical 30
will range for miles and burn villages to the ground in
Weapons and Armour night raids, and sack other goblin dens in their search.
• Goblin Totem Staff: d6 Splitting, Focus, Magic,
Focus, Impaling, Innate Spell (Varies), Reach 2m.
Goblin Shaman Loot
• Goblin Shaman Garb: Clothing
• A goblin has on its person what it is equipped with,
• Innate Spell: The wielder of the Goblin Totem in addition to about d12 drakes worth of fetishes
Staff is able to use it to cast an Innate Spell. and baubles weighing about 1 ENC. Goblin Totem
An Innate Spell costs no Magicka to cast, and Staves are able to always cast their innate spell. A
always counts as passing its casting test with 1 goblin clan will stop at nothing to retrieve a stolen
DoS. It stores one spell from below: Totem Staff, and their generations breed quickly.
• Fire Bolt (d4) (2 MP) Taking the totem staff will likely result in increased
• Frost Bolt (d4) (2 MP) goblin raids in the coming weeks and months as
• Shock Bolt (d4) (2 MP) they search for their ancestral totem.
• Poison Bolt (d4) (2 MP) • A character can make a +0 Alchemy test to harvest
• Heal Bolt (d4) (2 MP) a goblin ear, which is an Uncommon Destruction
• Special Abilities ingredient. If the character succeeds with more
• Refresh (1 SP): The Goblin Shaman can perform than 1 DoS, they harvest two ears instead.
a tribal dance. This refreshes both of his spell casts • Goblins are likely to have treasure stashed
for his Spellcaster trait. somewhere in their den. At the GM's discretion,
Traits the characters can make a number of rolls on the
• Spellcaster: Can pick up to 2 of the following Treasure table the GM feels appropriate for the
spells. The Shaman does not track Magicka, but den.
instead can cast each spell one time.
• Fire 2 (d6+2) Cone 4m (8 MP) Variant: Cave Goblin Shaman
• Fire 1 (d4+1) Ball 3m (8 MP) • Crawler: The creature is not slowed by terrain.
• Fire 3 (d8+3) Wall 3m (9 MP) • Dark Sight: A creature with this trait can see and
• Frost 3 (d8+3) Bolt (4 MP) act normally in areas with dim or no light.
• Frost 2 (d6+2) Pulse 2m (8 MP)
• Poison 1 (d4+1) Beam 10m (7 MP) Variant: Clan Goblin Shaman
• Shock 2 (d6+2) Chain 3 (10 MP) • Tough: A Clan Goblin Shaman's HP is 20, WT is
• Heal 3 (6+3 HP) Target (8 MP) 10, and SB is 4.
• Fatigue 3 (-10 End) Target (8 MP)
• Drain Magicka 2 (8MP) Bolt (5 MP)
UESRPG Scroll of Beasts 27

Harpies
Fierce, carnivorous, feminine humanoids with the
Encountering Harpies
Harpies are found in places with rocky cliffs and
crags suitable for their nests, where they live in small
colourful wings of a bird. matriarchal groups that have in rare cases been known
Harpy, Beast, Major Solo, 150 White Soul to communicate with mortals. They are a common
Char * Attributes * Proficiencies * nuisance around the Iliac Bay.
Str 30 HP 18 Combat 65
They are usually encountered when they leave their
End 35 WT 9 Magic 35
nests in order to kidnap, mate with and kill human
Agi 55 MP 20 Evade 75 males, or to keep strangers away from their nests.
Int 20 SP 3 Observe 50
Will 35 IR +11 Stealth 55 When threatened, harpies use their flight to their
Prc 40 AP 3 Knowledge 30 advantage, making hit and run attacks and using their
Prs 5 Speed 6m Social 5 powerful legs to heave characters into the air, either
Luck - Size Med Physical 40 to drop them to break their bones, or to separate the
party so they can focus their savage attacks on one
Weapons and Armour target at a time. They prefer to fight in the open, where
• Talons: 1d4 Slashing, Exploit Weakness, Reach 1m.
they can take advantage of their flight to its best, and
Special Abilities high places are preferred ambush sites.
• Earth's Harsh Embrace (1 SP): Instead of dealing
damage on a successful hit in melee with its Talons Harpy feathers are treasured for their vibrance, ranging
against a Medium or smaller target, the Harpy from deep blues and greens to bright electric pinks
can spend a Stamina Point to grab them and soar and yellows. Their feathers are said to be imbued with
upwards 6m. The Harpy can then immediately magical properties that are the envy of crafters and
spend another Stamina Point and Action point to trophy seekers.
continue flying upwards. If multiple Harpies are
carrying the same target, only one needs to spend a
Harpy Loot
Stamina Point per 6m of height. This is treated as a
• On a +30 Survival test over a Short Rest, a
Grapple for the purposes of breaking free, and the
character can strip the harpy's feather hides, which
Harpy can choose to drop the target at any point,
are worth 150 drakes. Failing this test spoils the
which will suffer falling damage as normal.
feathers, halving their worth.
Traits • On a +10 Survival test over a Long Rest, a
• Flyer (13m): The Harpy can fly at Speed 13m. character can use 5 harpy feather hides to create a
• Resist Normal Weapons (2). Harpy Feather Cloak. A Harpy Feather cloak can
be worn on the back, and weighs 1 ENC when
carried. Any time the wearer succeeds on a Defense
Test roll, regardless of whether or not they win the
Opposed Combat Roll, the wearer gains the Resist
Normal Weapons 2 trait for the duration of the
attack. Failing this test spoils the feathered hides,
halving their worth and rendering them useless.
• On a +0 Alchemy test, a character can harvest
harpy talons over a Short Rest. The character
harvests DoS doses of harpy talons, which are an
Uncommon Restoration ingredient.
UESRPG Scroll of Beasts 28

Horkers
Horkers are sea animals, similar in appearance to a
Encountering Horkers
Found along the northern coasts of Skyrim and on
the isle of Solstheim, horkers are large, rotund sea
walrus, that inhabit the cold northern coasts of Tamriel. mammals. They have a trio of long tusks, valuable
Horker, Beast, Minor Solo, 25 White Soul as ornamentation, as drinking horns, or as simple
Char * Attributes * Proficiencies * weapons. Horkers are coated in a thick insulating
Str 30 HP 35 Combat 30 blubber to keep them warm in the frigid climes they
dwell in. Horkers typically prey on sea fish and clams,
End 35 WT 8 Magic -
but it isn’t unheard of for a horker to take on mudcrabs
Agi 15 MP 5 Evade 5 and slaughterfish when desperate.
Int 5 SP 3 Observe 35
Will 25 IR +3 Stealth 5 Horkers can be found on beaches, ice shelfs, or in
Prc 25 AP 2 Knowledge - the cold north seas, and are typically docile unless
Prs 5 Speed 3m Social - approached, in which case they become violently
Luck - Size Med Physical 50 defensive, though they do not often give chase.
Weapons and Armour
• Horker Tusks: d8 Slashing, Reach 1m. Horker Loot
• Horker Hide: Full AR 2 / Frost AR 3 on All. • On a +30 Survival test, a character can remove the
horker's hide, worth 20 drakes, over the course of
Special Abilities a Short Rest. Failing this test spoils the hide and
• Gore (1 SP): As part of a successfully damaging
halves its worth.
melee attack, the Horker can spend a Stamina
• On a +20 Survival test, a character can, over the
Point to immediately deal a bonus SB (3) damage.
course of a Long Rest, turn a horker hide into one
Traits piece of Full Horker Hide armour. Alternatively,
• Amphibious: Can breath water and ignores the creating a Full Horker Hide chest piece requires
skill cap placed on his Combat rolls by his Athletics two horker hides. Horker Hide armour is exactly
when fighting in water. the same as regular Hide, but provides an
• Bestial: Automatically passes Survival tests in additional +3 Frost Resistance (for a total of 5).
its natural habitat. Must test Willpower to avoid Failing this test spoils the hide, halving its worth
fleeing combat if the GM feels it's appropriate. and rendering it useless.
• Swimmer: Doubles its movement speed in water. • On a +30 Simple Survival test, a character can
harvest meat from a horker over a Long Rest. The
character harvest DoS*2 days' rations of meat,
which will spoil if not preserved.
• On a +30 Survival test, a character can remove the
horker's three tusks, worth 50 drakes each. These
can also be fashioned into daggers or spearheads,
which are Bone weapons without the Primitive
trait.
• On a +0 Alchemy test, a character can harvest
the horker's blubber over a Short Rest, which is a
Common Restoration ingredient. The character
retrieves DoS doses.
• On a -20 Survival test, a character can fashion
a water breathing apparatus from a horker's air
bladder over a Short Rest. Using the breathing
bladder allows a character to hold their breath
twice as long underwater.
UESRPG Scroll of Beasts 29
-Harpy

-Horker

-Imp

-Lamia
UESRPG Scroll of Beasts 30

Horses
Horses are common throughout most parts of Tamriel,
Encountering Horses
Horses are large, quadrupedal beasts that can be found
both in the wild and raised and bred in captivity by
and serve a variety of useful purposes. the various cultures on Tamriel. Wild horses spook
Horse, Beast, Minor Solo, 50 White Soul easily, and are very fast. Fighting wild horses is a rare
Char * Attributes * Proficiencies * occurence due to their preference to flee, but an angry
Str 50 HP 20 Combat 50 horse is no laughing matter.
End 40 WT 12 Magic -
In combat, a horse will trample its foes with its large,
Agi 40 MP 15 Evade 40 powerful hooves, or by charging and headbutting
Int 15 SP 4 Observe 45 its foes before stomping on them when they are
Will 30 IR +7 Stealth 20 underfoot. A horse that is wrangled will buck and kick
Prc 25 AP 3 Knowledge - violently, and its not unheard of for errant stablehands
Prs 10 Speed 13m Social - to be brutally killed by their charges.
Luck - Size Large Physical 80
For this reason, particularly angry or poorly tempered
Weapons and Armour destriers are the preferred war horses of the peoples of
• Trample: d8 Crushing, Reach 1m.
Tamriel, though the horses themselves are as varied as
• Natural Toughness (2): Reduces all incoming
man and mer alike. For example, the sleek horses of
damage by 2. Does not count as Armor.
Hammerfell as thin and fast, their wide hooves ideal
Special Abilities for travel on sand, and the hardy horses of Skyrim are
• Charge (1 SP): The horse can lower its head and large, shaggy coated, and muscular.
trample foes. It may move up to 3x its movement
speed, and when it does, any characters it moves
Horse Loot
within 1m of must test Evade or take d6 Crushing
• On a +30 Survival test, a character can remove the
damage and be knocked Prone. horse's hide, worth 40 drakes, over the course of
• Gallop (1 SP): Instead of Dashing, when a Horse a Long Rest. Failing this test spoils the hide and
spends a Stamina to move faster it instead moves halves its worth.
5x its movement speed. • On a +20 Survival test, a character can, over the
Traits course of a Long Rest, turn a horse hide into one
• Bestial: Automatically passes Survival tests in piece of Full Horse Hide armour. Alternatively,
its natural habitat. Must test Willpower to avoid creating a Full Horse Hide chest piece requires two
fleeing combat if the GM feels it's appropriate. horse hides. Horse Hide armour is exactly the same
• Quadruped: When Dashing, triples Speed. as regular Hide.Failing this test spoils the hide,
halving its worth and rendering it useless.
Variant: War Horse • On a +30 Simple Survival test, a character can
• Stubborn: Can re-roll failed Panic tests. harvest meat from a horse over a Long Rest. The
• Trained: War Horses ignore the Bestial trait character harvest DoS*3 days' rations of meat,
• Tough: A War Horse's HP is 30, WT is 15, and SB which will spoil if not preserved.
is 6. • On a +0 Alchemy test, a character can remove and
prepare the horse's hooves over a Short Rest. Horse
hooves are a Common Alteration ingredient. The
character can retrieve two doses, and if they score
more than 1 DoS, they retrieve four.
UESRPG Scroll of Beasts 31

Imps
Imps are small, winged humanoids who are slightly
Encountering Imps
Imps can be found across Tamriel, but are most
common in the Cyrodiilic highlands. Their preferred
intelligent and can cast a variety of spells. dwellings are caves, ruins, abandoned villages, or
Imp, Spellcaster, Beast, Minor Solo, the trees themselves, the small creatures are not
120 White Soul particularly picky.
Char * Attributes * Proficiencies *
Imps are of low to average intelligence, and can be
Str 15 HP 8 Combat 15
found living in small communities, but to call them
End 15 WT 6 Magic 55 any sort of society would be a stretch. Imps band
Agi 35 MP - Evade 45 together to bring down larger prey, which they eat
Int 25 SP 1 Observe 30 and plunder, but the moment their mutual goals are
Will 40 IR +8 Stealth 30 met, the imps will turn on one another, convinced the
Prc 30 AP 3 Knowledge 25 treasure and meat is theirs and theirs alone. For this
Prs 5 Speed 7m Social 5 reason, imps are most commonly found solitary, or in
the presence of other dead imps.
Luck - Size Tiny Physical 15
Weapons and Armour Despite their violent nature, they have been known
• Imp Claws: d4, Reach 1m. to have been tamed and befriended by men and
Special Abilities mer. They have been recorded to occasionally carry
• Refresh (1 SP): The Imp can spend a Stamina point precious items like enchanted rings and even small
to refresh all of his spell casts for his Spellcaster effigies of their own kind. Whether or not the imps in
trait. question understand the true nature of the magic items
Traits they carry, or how and why they would have such dolls
• Flyer (15m): The creature can fly at a Speed of is entirely unknown.
15m.
• Minion: An Imp dies if it ever suffers a Wound of Imps attack nearly exclusively using primitive hedge-
any sort. magicks, and they are happy to attack any travellers or
• Spellcaster: Can pick up to 4 of the following creatures they find, often going up against monsters
spells. The Imp does not track Magicka, but instead and heroes many times their size without fear. Imps
can cast each spell one time. never flee from combat, and are suicidally brave.
• Fire 2 Bolt (3 MP)
• Fire 1 Chain 3 (9 MP) Where all these imps are coming from, considering
• Fire 3 Pulse 1 (8 MP) they tend to violently kill one another, and often die
• Frost 2 Bolt (3 MP) to large monsters or adventurers in suicidal attacks,
• Frost 1 Chain 3 (9 MP) nobody knows. It is a complete and total mystery, and
• Frost 3 Pulse 1 (8 MP) has been for centuries.
• Shock 2 Bolt (3 MP)
• Shock 1 Chain 3 (9 MP) Imp Loot
• Shock 3 Pulse 1 (8 MP) • On a +0 Alchemy test over a Short Rest, a character
• Poison 2 Bolt (5 MP) can carefully retrieve the delicate imp gall, which
• Poison 1 Chain 3 (10 MP) is a Very Rare Destruction and Restoration
• Poison 3 Pulse 1 (11 MP) ingredient.
UESRPG Scroll of Beasts 32

Lamia
Lamia are a species of intelligent, amphibious,
Encountering Lamia
Lamia are amphibious beast-peoples. The species is
exclusively female, or at least appears outwardly so.
beastfolk. Scattered across Tamriel, these half-woman They have a serpentine lower body, with a humanoid
half-snake creatures are reviled as monsters. Despite torso resembling a human female, though their
being exclusively female, they lay eggs, which they are appearance can range from fully human to fully snake-
incredible protective of. They have a religion, venerating like.
entities called the Egg Mother and the Great Egg.
Lamia, Beast, Major Group, 500 White Soul Lamia can be found all over Tamriel, and though they
Char * Attributes * Proficiencies * can live on land, are seldom found far from water.
Str 45 HP 20 Combat 55 Although they are hated as being a violent beast-race,
Lamia are comparably intelligent to the humanoids of
End 40 WT 12 Magic 65
the Empire, and speak Tamrielic.
Agi 45 MP 80 Evade 55
Int 40 SP 4 Observe 55 Lamia adorn themselves with jewelry in the pursuit
Will 45 IR +11 Stealth 55 of vanity, and covet treasure. When not in their lairs,
Prc 35 AP 3 Knowledge 55 tending to their cherished eggs, they hunt for aquatic
Prs 35 Speed 12m Social 55 game or raid ships and coastal caravans for the gold
Luck - Size Med Physical 45 and jewels they carry.
Weapons and Armour In combat, Lamia use Destruction magics and their
• Clawed Hands: d6 Slashing, Reach 1m.
magically infused shrieks to frighten their foes, and
• Lamia Hide: Partial AR 2, Magic AR 1 on Body.
though they prefer to use magic and have powerful
Special Abilities claws, are more than capable of using weapons and
• Terrifying Shriek (2 SP): The lamia can spend two armour. Lamia will defend their eggs with their lives,
Stamina Points to shriek magically as an action. but if a battle is plainly lost, they will attempt to gather
All non-lamia creatures and characters within 40m as many eggs as they can carry before retreating away
must immediately make a Panic test at -10. to deep water.
• Refresh (1 SP): The Lamia can spend a Stamina
Point to refresh her Spellcaster spell list.
Lamia Loot
Traits • On a +0 Survival test, a character can remove the
• Amphibious: Can breath water and ignores the Lamia's hide, worth 300 drakes, over the course
skill cap placed on their Combat rolls by her of a Long Rest. Failing this test spoils the hide and
Athletics when fighting in water. halves its worth.
• Dark Sight: A creature with this trait can see and • On a +10 Survival test, a character can, over the
act normally in areas with dim or no light. course of a Long Rest, turn a snake hide into one
• Half-Serpent: A Lamia treats their Leg hit piece of Full Lamia Hide armour. Alternatively,
locations as being Body. creating a Full Lamia Hide chest piece requires
• Spellcaster: Can pick up to 4 of the following two snake hides. Lamia Hide armour is exactly the
spells. The Lamia does not track Magicka, but same as regular Hide, but is strikingly vibrant, and
instead can cast each spell one time. has Magic Resistance 1.
• Fire 3 Pulse 5m (13 • Poison 2 Storm 10m • On a +0 Alchemy test over a Short Rest, a character
MP) (12 MP) can harvest the Lamia's forked tongue, which is a
• Fire 2 Beam 10m (7 • Heal 3 Self (8 MP) Very Rare Illusion ingredient.
MP) • Ward 3 Self (8 MP) • A character can roll on the Treasure Table, to
• Poison 4 Bolt (9 MP) • Blind 3 Ball 3m (16 represent the Lamia's worn jewelry.
• Poison 3 Wall 3m (12 MP)
MP) • Calm 3 Target (11
• Poison 3 Chain 3 (14 MP)
MP) • Silence 3 Bolt (10 MP)
UESRPG Scroll of Beasts 33

Lions
Mountain lions are agile, dangerous predators. They
Encountering Lions
Lions, and other big cats such as mountain lions, tigers,
cougars, and the like, can be found either in prides or
inhabit the wooded and rocky areas in the temperate as solitary hunters, depending on the species. A lion’s
climes of Tamriel, like Cyrodiil and High Rock. pride is composed of a group of females and one male.
Lion, Beast, Minor Solo, 60 White Soul The females will work together to hunt, first using
Char * Attributes * Proficiencies * stealth, then using explosive power and incredible
Str 40 HP 17 Combat 55 speed to close the gap. The lions are coordinated and
dangerous, and will cut off routes of escape.
End 35 WT 9 Magic -
Agi 45 MP 15 Evade 55 A lone lion will instead use stealth and cunning to
Int 15 SP 3 Observe 60 separate a single target out from their herd or group,
Will 25 IR +9 Stealth 75 and violently run them to the ground, hoping their
Prc 40 AP 3 Knowledge - companions leave them behind.
Prs 5 Speed 12m Social -
Luck - Size Med Physical 60 Lions tend to be slothful when not hunting, and
typically maintain a handful of small dens over
Weapons and Armour their ranging lands. They could be considered semi-
• Bite: d8 Splitting, Bite, Reach 1m.
migratory, depending on the season and the patterns
• Claws: d10 Slashing, Reach 1m.
of their prey. Lions will typically retreat from a poor
Special Abilities fight, and are clever enough to not start a fight they
• Rake (1 SP): The Lion can rake a target savagely, can’t win.
and roll a second attack against a target that was
successfully damaged. This attack cannot win
Lion Loot
specials.
• On a +30 Survival test, a character can remove
Traits the lion's hide, worth 40 drakes, over the course
• Bestial: Automatically passes Survival tests in of a Long Rest. Failing this test spoils the hide and
its natural habitat. Must test Willpower to avoid halves its worth.
fleeing combat if the GM feels it's appropriate. • On a +20 Survival test, a character can, over the
• Bite: A Bite attack that deals damage automatically course of a Long Rest, turn a lion hide into one
starts a Grapple. If the target Counter Attacks piece of Full Lion Hide armour. Alternatively,
a Bite attack, the Counter Attack ignores the creating a Full Lion Hide chest piece requires two
creature's AR and Natural Toughness trait. lion hides. Lion Hide armour is exactly the same
• Catfall: Reduces the distance the Lion falls by 4 as regular Hide, but each piece gives the wearer a
meters when calculating fall damage. cumulative +5 bonus to resisting Fear. Failing the
• Dark Sight: A creature with this trait can see and Survival test spoils the hide, halving its worth and
act normally in areas with dim or no light. rendering it useless.
• Diseased (+0): Lions with this trait are diseased, • On a +30 Simple Survival test, a character can
and if they deal a wound to another character with harvest meat from a lion over a Long Rest. The
their natural weapons then that character must test character harvest DoS*2 days' rations of meat,
Endurance +0 or contract Common Disease. which will spoil if not preserved.
• Quadruped: When Dashing, triples Speed. • On a +0 Alchemy test over a Short Rest, a character
can remove and prepare the lion's eyes, which are
each one Rare Destruction ingredient.
UESRPG Scroll of Beasts 34

-Minotaur
Hide Armor

-Lion

-Minotaurs

-Mudcrabs

-Ogres
UESRPG Scroll of Beasts 35

Minotaurs
"Around Imperial ruins you gather,
Encountering Minotaurs
Minotaurs are a beast race, composed of half-men
half-bulls, found in Cyrodiil. Their great and profound
Eternal guardians with hooves and horn. role in the founding of the First Empire has long
What memories lead you to path there, been forgotten, in no small part due to the meddling
Is it Belharza or the Empire that you mourn?" of the old Alessian Order, and as of the Third Era,
— The Minotaur Song are regarded as little more than savage creatures,
Minotaur, Beast, Deadly Solo, 450 White Soul comparable to ogres and goblins. Minotaurs are
Char * Attributes * Proficiencies * social, and often are found in war herds of twenty or
Str 50 HP 23 Combat 70 more. They congregate around old ruins, of historial
significance to the First Empire, though it is unknown
End 55 WT 14 Magic 65
if this is deliberate or because of some long forgotten
Agi 35 MP 15 Evade 35 instinct.
Int 15 SP 5 Observe 65
Will 45 IR +7 Stealth 15 While they have little interaction with the Empire,
Prc 35 AP 3 Knowledge 15 there is no bounty on their heads as there is on goblins
Prs 10 Speed 11m Social 10 or ogres, as they are content to live in peace in the
Luck - Size Large Physical 70 wilds around the ruins they inhabit. In combat, they
are hyper-aggressive and absolutely punishing in
Weapons and Armour their blows. If significantly threatened, minotaurs will
• Horns: d8 Splitting, UW, Magic, Reach 1m. retreat deeper into their labyrinthine ruins, and wait
• Natural Toughness 2: Reduces all incoming for the threat to pass, or to foolishly pursue them into
damage by 2. Does not count as Armor. their den.
And any one of the following:
• Minotaur Greataxe: d12 Splitting, Shieldsplitter,
Minotaur Loot
UW, 2h, Reach 2m.
• On a +30 Survival test, a character can remove the
• Minotaur Maul: d12 Crushing, UW, Shieldsplitter,
minotaur's hide, worth 100 drakes, over the course
2h, Reach 2m.
of a Long Rest. Failing this test spoils the hide and
• Paired Minotaur Cleavers: 2* 1d8 Splitting, 1h,
halves its worth.
UW, Reach 1m.
• On a +20 Survival test, a character can, over
Any one of the following:
the course of a Long Rest, turn a minotaur hide
• Minotaur Leathers: Full AR 3 / Fire AR 1,
into one piece of Full Minotaur Hide armour.
Medium, All.
Alternatively, creating a Full Minotaur Hide chest
Special Abilities piece requires two minotaur hides. minotaur Hide
• Gore (1 SP): The minotaur can gore a target when armour is exactly the same as regular Hide.
it makes an attack with its Horns by spending a • On a +30 Simple Survival test, a character can
Stamina to roll an additional d8 and add it to it's harvest meat from a Minotaur over a Long Rest.
damage. If the attack deals damage, it automatically The character harvest DoS*2 days' rations of meat,
deals a Wound, but cannot Sever limbs. which will spoil if not preserved.
Traits • On a +0 Alchemy test, a character can harvest the
• Magic Resistant: Re-rolls failed tests to resist minotaur's horns over a Short Rest. Each horn is a
Magic. Very Rare Restoration ingredient. If the character
• Stubborn: Re-rolls failed Panic tests. scores more than 1 DoS, they harvest two horns
• Thick Skull: Immune to Stun and Dazed. instead of one.
• Unrelenting: Targets in Reach cannot Disengage.

Variant: Minotaur Shaman • Fire 3 (d8+3) Cone 4m (9 MP)


• Spellcaster: The Minotaur Shaman knows all of • Fire 4 (d10+4) Bolt (5 MP)
the adjacent spells. The Shaman does not track • Shock 4 (d10+4) Chain 3 (12 MP)
Magicka, but instead can cast each spell one time. • Heal 5 (10+5) Target (7 MP)
UESRPG Scroll of Beasts 36

Mudcrabs
Mudcrabs are small hostile creatures primarily found
Encountering Mudcrabs
Mudcrabs are a ubiquitous coastal and river pest found
all across the breadth of the Empire and beyond. From
near water. They are capable of disguising themselves as Morrowind, to Skyrim, to the heartlands of Cyrodiil,
small rocks to ambush their prey. all the way to the golden yellow coasts of Summerset,
Mudcrab, Beast, Trivial Solo, 20 White Soul mudcrabs can be found. Mudcrabs often lurk in the
Char * Attributes * Proficiencies * shallow waters, or on the waterfronts of virtually any
Str 15 HP 12 Combat 35 body of salt or fresh water, sifting the sand with their
filter mouths for food.
End 24 WT 4 Magic -
Agi 15 MP 10 Evade 15 Mudcrabs are often docile, or at least non-
Int 10 SP 2 Observe 25 confrontational, but many otherwise unaware
Will 10 IR +4 Stealth 70 travellers or fishers find themselves literally tripping
Prc 25 AP 2 Knowledge - and stumbling on mudcrabs they thought were just
Prs 5 Speed 3m Social - rocks or driftwood, to which the mudcrabs do not
Luck - Size Tiny Physical 25 take too kindly. Mudcrabs will cry out to rally other
mudcrabs in the area to repell aggressors from their
Weapons and Armour feeding grounds if they feel threatened, and will pursue
• Claws: d4, Reach 1m.
targets an unreasonable distance while giving chase.
Special Abilities
• Grab On (1 SP): If the Mudcrab successfully hits a
Mudcrab Loot
target, the Mudcrab latches on with all it's strength,
• On a +30 Survival test, a character can remove the
and clawed Hit Location counts as Grappled.
mudcrab's shell, worth 15 drakes, over the course
Traits of a Short Rest. Failing this test spoils the chitin
• Amphibious: Can breath water and ignores the and halves its worth.
skill cap placed on his Combat rolls by his Athletics • On a +20 Survival test, a character can, over
when fighting in water. the course of a Long Rest, turn a mudcrab shell
• Bestial: Automatically passes Survival tests in into one piece of Full Mudcrab Chitin armour.
its natural habitat. Must test Willpower to avoid Alternatively, creating a Full Mudcrab Chitin chest
fleeing combat if the GM feels it's appropriate. piece requires two mudcrab hides. Mudcrab Chitin
• Diseased (-10): Mudcrabs with this trait are armour is exactly the same as regular Chitin,
diseased, and if they deal a wound to another but provides 1 Frost Resistance instead of 1 Fire
character with their natural weapons then that Resistance.
character must test Endurance -10 or contract • On a +30 Simple Survival test, a character can
Common Disease. harvest meat from a mudcrab over a Short Rest.
• Minion: A Mudcrab dies if it ever suffers a Wound The character harvest DoS/2 days' rations of meat,
of any sort. which will spoil if not preserved. After eating
• Swimmer: Doubles its movement speed in water. mudcrab meat, a character must test Endurance
+20 or contract Common Disease.
Variant: Cyrodiilic Mudcrab • On a +0 Alchemy test over a Short Rest, a character
• Crab Leap (1 SP): The crab leaps up to 3m, and can attempt to harvest the Mudcrab's claw, which
makes a claw attack against the target. Dodging or is a Common Restoration ingredient. If they score
Parrying the attack has a -20 penalty as the crab greater than one DoS, they harvest two claws
catches them off-guard. If the attack successfully instead.
hits the target, the crab additionally automatically
Grabs On, as described in that ability.
• Quadruped: When Dashing, triples Speed.
UESRPG Scroll of Beasts 37

Ogres
Huge humanoids with small heads and barrel-chests,
Encountering Ogres
An adventurer is most likely to come across an
ogre while exploring the backwoods and natural
their distinctive steely blue skin does not at first sight caverns of Cyrodiil, though they can be found across
reveal they are in fact considered a species of goblinoid. all of Tamriel, particularly in the Dragontail and
Ogre, Beast, Major Group, 300 White Soul Wrothgarian Mountains. If food is to be found, one
Char * Attributes * Proficiencies * can be sure that ogres are not far behind.
Str 55 HP 45 Combat 65
While many would think ogres are stupid or dim
End 45 WT 12 Magic -
witted, ogres have proven in the past to possess
Agi 30 MP 15 Evade 30 reasonable intelligence, at least in the case of their
Int 15 SP 4 Observe 25 leadership. For example, the Ironhand ogres proved
Will 35 IR +7 Stealth 15 a significant threat to the region of Stormhaven, and
Prc 25 AP 3 Knowledge 15 the ogres of Wrothgar helped found the first Orsinium
Prs 5 Speed 11m Social 5 alongside the orcs and goblins.
Luck - Size Large Physical 75
Ogre dwellings are home to small, primitive hunter-
Weapons and Armour gatherer communities. Their culture is also primitive,
• Fists: d6 Crushing, Reach 1m. and their dwellings are home to rotting carcasses,
• Natural Toughness 2: Reduces all incoming stripped bones, and the occasional shrine to Malacath,
damage by 2. Does not count as Armor. their patron. Ogres raiding settlements is far from
And any one of the following: unheard of, and often a legitimate concern for those
• Ogre Greatclub: d12 Crushing, UW, Shieldsplitter, in the frontier regions in Cyrodiil, though these raids
2h, Reach 2m. most often end in stolen livestock rather than sacked
• Ogre Littleclub: d8 Crushing, UW, Reach 1m. villages. In combat, ogres use large clubs, rocks, and
Special Abilities their crushing fists as weapons.
• Sweeping Strike (1 SP): The ogre can, as part of
a melee weapon attack, make a sweeping strike, Ogres are notoriously heavy sleepers, and are astutely
which hits up to 3 targets in the ogre's Reach. This imperceptive. However, this very lack of perception
is resolved as an AoE. girds them from illusion magic.
Traits
• Thick Skull: Immune to Stun and Dazed. Ogre Loot
• Too Dumb to Live: Not affected by any Illusion • An ogre has on its person what it is equipped with,
magic. in addition to about 2d10 drakes worth of trophies
• Weakness (Poison, 3). weighing 1 ENC.
• A character can make a +0 Alchemy test to harvest
and grind up one dose of ogre teeth, which is a
Very Rare Alteration ingredient. If the character
scores more than 1 DoS on the test, they harvest 2
doses instead.
• Ogres are likely to have treasure stashed
somewhere in their den. At the GM's discretion,
the characters can make a number of rolls on the
Treasure table the GM feels appropriate for the
den.
UESRPG Scroll of Beasts 38

Slaughterfish
Slaughterfish are small, hostile fish with razor sharp
Encountering Slaughterfish
Slaughterfish are hostile, predatory fish that can dwell
in both fresh and salt water. This adaptability, and
teeth. aggressive and exploratory demeanour, has lead to
Slaughterfish, Beast, Trivial Solo, their infestation of virtually all the waterways and seas
15 White Soul of Tamriel, establishing themselves as an apex predator
Char * Attributes * Proficiencies * in spite of their small size.
Str 15 HP 10 Combat 65
Slaughterfish can be found in nearly every body of
End 20 WT 4 Magic - water capable of sustaining a suitable population of
Agi 45 MP 10 Evade 55 prey for them to feed on, and they are proliferous
Int 10 SP 2 Observe 50 reproducers, spawning in massive schools of hundreds
Will 5 IR +8 Stealth 25 of baby fish at a time. Most of the babies are eaten by
Prc 30 AP 2 Knowledge - their parents, who have no love for their offspring.
Prs 5 Speed 9m Social -
Slaughterfish do not retreat from a fight, and are
Luck - Size Tiny Physical 35
extremely territorial. They live in small hunting
Weapons and Armour schools, though it is not unheard of for them to
• Bite: d4, Bite, Reach 1m. swarm up into massive schools that go on feeding
Special Abilities frenzies, draining entire lakes and rivers of life before
• Gang Up (1 SP): Can gang up by spending starving off themelves, restarting the natural cycle and
a Stamina Point when an enemy in Reach is allowing water life to return to the area, before a new
attacked by another allied Slaughterfish. Ganging brood of slaughterfish inevitably find their way to the
up imposes a -10 on the target's Defence roll. ecosystem.
Additionally, each ganging up Slaughterfish adds
+1 damage to the attacking Slaughterfish's damage. Slaughterfish Loot
Traits • On a +30 Simple Survival test, a character can
• Aquatic: Can breath water as if it were air, but harvest meat from a Slaughterfish over a Short
cannot breath air. Rest. The character harvest DoS/2 days' rations of
• Bestial: Automatically passes Survival tests in meat, which will spoil if not preserved.
its natural habitat. Must test Willpower to avoid • On a +0 Alchemy test over a Short Rest, a character
fleeing combat if the GM feels it's appropriate. can harvest and prepare one dose of Slaughterfish
• Bite: A Bite attack that deals damage automatically scales, which are a Common Illusion ingredient.
starts a Grapple. If the target Counter Attacks
a Bite attack, the Counter Attack ignores the
creature's AR and Natural Toughness trait.
• Diseased (+0): Slaughterfish with this trait are
diseased, and if they deal a wound to another
character with their natural weapons then that
character must test Endurance +0 or contract
Common Disease.
• Fish: Movement speed is 0m while on land, and
is only able to spend its actions flopping around
helplessly.
• Swimmer: Doubles its movement speed in water.
• Teamwork: Gains a bonus DoS on any attack rolls
made while an ally with Teamwork is in Reach of
the same target.
UESRPG Scroll of Beasts 39

Trolls
Trolls are large, ape-like humanoids endowed with
Encountering Trolls
Trolls are massive, ape-like apex predators with three
eyes and regenerative properties. They can be found
three eyes. Their powerful arms and claws deal massive all across Tamriel, but are more common in the colder
physical damage, and their flesh rapidly regenerates. and temperate climates. They make permanent dens in
Their greatest vulnerability is to fire, which not only caves or under large rocky outcroppings, typically deep
damages them, but prevents their regeneration. in the wilderness, but it is not uncommon that a troll
Troll, Beast, Major Group, 400 White Soul establishes its lair near civilization to make preying
Char * Attributes * Proficiencies * upon it easier.
Str 50 HP 100 Combat 80
Although unintelligent and animalistic, some trolls are
End 50 WT 14 Magic -
capable of learning basic Tamrielic and literacy. They
Agi 40 MP 10 Evade 50 occasionally band into simple tribes to raid towns, but
Int 10 SP 5 Observe 40 these tribes quickly fall apart.
Will 45 IR +8 Stealth 20
Prc 30 AP 3 Knowledge - It is common knowledge that trolls are vulnerable
Prs 5 Speed 13m Social - to fire and flames, which prevents their flesh from
Luck - Size Large Physical 70 knitting itself back together, at least for a time.
Weapons and Armour
• Claws: 2d8 Splitting, Concussive, Magic, Troll Loot
Shieldbreaker, Reach 2m. • On a -10 Survival test, a character can remove the
• Natural Toughness 4: Reduces all incoming troll's hide, worth 150 drakes, over the course of a
damage by 4. Does not count as Armor. Short Rest. Frost troll hides are worth 300 drakes.
Both are ENC 2. Failing this test spoils the pelt,
Special Abilities halving its worth.
• Hyper-Metabolize (1 SP): When the troll makes
• On a +10 Survival test, a character can, over the
its Regeneration roll on at the start of the next
course of a Long Rest, turn a troll hide into two
round, it gains an additional 2d10 HP. Cannot be
pieces of Full Troll Hide armour, or one Full Troll
used while Burning or if the Troll took Fire damage
Hide chest piece. Troll Hide armour is exactly
within 1 Round. the same as regular Hide but has +2 AR, and
• Sweeping Strike (1 SP): The troll can, as part of a Weakness (Fire, 1). Frost Troll Hide armour gives
melee attack, make a sweeping strike, which hits up an additional 3 Frost Resistance on the equipped
to 3 targets in the troll's Reach. This is resolved as location. Failing this test spoils the pelt instead,
an AoE. rendering it useless and halving its worth.
Traits • On a +0 Alchemy test, a character can scrape
• Diseased (+0): Trolls with this trait are diseased, the troll's bones for one dose of troll fat, which is
and if they deal a wound to another character with an Extremely Rare Restoration and Destruction
their natural weapons then that character must test ingredient.
Endurance +0 or contract Common Disease. • On a +20 Survival test, a character can fashion a
• Quadruped: When Dashing, triples movement Troll Skull Helm. A Troll Skull Helm is a Full Bone
speed. helmet with +2 Magic AR, that grants the wearer
• Regenerate: Trolls may make an Endurance test at the Thick Skull trait while worn.
the start of each round to heal 10+DoS HP. • Armour made of Troll Bone has +2 Magic AR, and
• Thick Skull: Immune to Stun and Dazed. Troll Bone weapons have the Magic trait.
• Three Eyed: Requires 3 Head Wounds to Blind. •
Additionally, attempts to Blind the troll are at a -20. Variant: Frost Troll (Threat: Deadly)
• Weakness (Fire, 5): Does not receive DR against • Resist (Frost, 8).
any Fire damage, and takes a bonus 5 Fire damage • Savage: Rolls its damage dice twice and picks the
on each Fire attack, and suffer a -50 on any test to highest.
resist non-damaging effects of this type. • Tough: Its HP is 150, and its WT is 16.
UESRPG Scroll of Beasts 40

-Trolls

-Wolves

-Slaughterfish
UESRPG Scroll of Beasts 41

Wolves
Wolves are aggressive canines found throughout Tamriel.
Encountering Wolves
Wolves can be found across Tamriel, but are more
common in the colder or temperate climes. They are
They are packs hunters and can often be found in packs pack hunters, travelling in family groups of around a
of two or three, using their highly developed sense of dozen. They work together using concentrated efforts
smell to track their prey. When threatened, they may to bring down prey much larger than themselves.
howl and thus draw in other members of their pack.
When attacking, they will often attempt to circle around Surprisingly cunning, wolves are lead by a pack alpha,
behind their prey to bite. who can coordinate complex hunting plans amongst
Wolf, Beast, Minor Solo, 35 White Soul his followers. Many an unfortunate adventurer has
Char * Attributes * Proficiencies * found themselves outflanked and outwitted by the
Str 25 HP 15 Combat 60 devilish creatures.
End 30 WT 8 Magic -
Notorious for hunting livestock, wolves often have
Agi 40 MP 15 Evade 50 a price on their heads by local authorities, not to
Int 15 SP 3 Observe 70 mention the hazard they pose to isolated villages and
Will 30 IR +8 Stealth 60 unsupervised children.
Prc 30 AP 3 Knowledge -
Prs 5 Speed 10m Social - Wolves in combat will focus on the weakest members
Luck - Size Small Physical 45 of a group, and drag them to the ground, while using
their teeth to cripple and thrash prey into submission.
Weapons and Armour Wolves are capable of coordinated attacks and devious
• Bite: d6 Slashing, Bite, Reach 1m.
plans, and in large numbers can be a formidable foe for
Special Abilities even experienced adventurers.
• Latch On (1 SP): If the wolf successfully Bites a
target, it latches on with all it's strength, and the
Wolf Loot
bitten Hit Location counts as Crippled until the
• On a +30 Survival test, a character can remove the
character removes the wolf by breaking out of the
wolf 's pelt, worth 25 drakes, over the course of
Grapple.
a Short Rest. Ice Wolf pelts are worth 50 drakes.
Traits If the character fails this test, the pelt is spoiled,
• Bestial: Automatically passes Survival tests in halving its worth.
its natural habitat. Must test Willpower to avoid • On a +20 Survival test, a character can, over the
fleeing combat if the GM feels it's appropriate. course of a Long Rest, turn a wolf pelt into one
• Bite: A Bite attack that deals damage automatically piece of Full Wolf Fur armour. Wolf Fur armour
starts a Grapple. If the target Counter Attacks is exactly the same as regular Fur. Ice Wolf Fur
a Bite attack, the Counter Attack ignores the armour grants an additional +2 Frost Resistance.
creature's AR and Natural Toughness trait. Failing the crafting test spoils the pelt, halving its
• Dark Sight: A creature with this trait can see and worth and rendering it useless.
act normally in areas with dim or no light. • On a +20 Simple Survival test over a Short Rest,
• Diseased (-20): Wolves with this trait are diseased, a character can harvest DoS days' rations of wolf
and if they deal a wound to another character with meat, which will spoil within a day if not properly
their natural weapons then that character must test preserved.
Endurance -20 or contract Common Disease. • On a +0 Alchemy test, a character can harvest the
• Quadruped: When Dashing, triplesSpeed. wolf 's heart over a Short Rest. A wolf 's heart is an
• Teamwork: Gains a bonus DoS on any attack rolls Uncommon Alteration ingredient.
made while an ally with Teamwork is in Reach of
the same target.
Variant: Ice Wolf
• Unrelenting: Targets cannot Disengage while in
• Resist (Frost, 8).
Reach of a wolf.
• Savage: Rolls its damage dice twice and picks the
highest.

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